| Damiel the Mad Bomber |
Heal 3 from Holy Feast: Reflecting Buckler, The Cyclone, The Winged Serpent
CtD 1: discard Inquisitor and Twitch Tonic
CtD 2: Banish Fuse Grenade 1, banish Flame Cannon, ask Ak for Tessa, recharge Savored Sting
Combat 45: 1d10 + 7 + 4d8 + 2d8 + 1d6 + 1d10 ⇒ (5) + 7 + (3, 3, 3, 1) + (2, 1) + (5) + (2) = 32 Hero Point
Combat 45: 1d10 + 7 + 4d8 + 2d8 + 1d6 + 1d10 ⇒ (1) + 7 + (5, 5, 3, 5) + (3, 5) + (5) + (10) = 49 Success
Succeeded at a craft check: top card is Steel Ibis Lamellar
EoT: Recharge grenade and cannon.
Hand: Crossbow of Retribution, Fuse Grenade 2, Skoan-quah Boneslayer,
Displayed: Moon Maiden Armor,
Deck: 16 Discard: 8 Buried: 1
Hero Points: 7
Used Accessory re-roll: N
Middle of Deck (Unknown Order): Sunrod, Major Cure, Cure, Reflecting Buckler, Potion of the Ocean, Bottled Lightning 2, Restoration, Potion of Heroism, Liquid Persuasion, The Winged Serpent, Sergeant-at-arms, The Cyclone
Recharged: The Savored Sting, Fuse Grenade 1, Flame Cannon,
Discard Pile:
Buried Pile:
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.
| Maznar |
Fuzzy on when healing happened but villain escapes On close follow Augustille and get healed for 3.
Maznar ends their turn.
Maznar attempts to recover all cards in their Recovery pile.
Divine Fortune (Core): Divine 13: 1d10 + 1d4 + 10 ⇒ (1) + (3) + 10 = 14 -> Divine Fortune (Core) recharged.
Maznar resets their hand.
Hand: Riding Allosaurus, Blessing of Pharasma, Fury's Trident, Hippogriff, Cure, Headband of Inspired Wisdom, Shapechange (Core),
Displayed:
Deck: 17 Discard: 0 Buried: 1
"Current Location: Augustille
Hero Points: 9"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: UnusedRiding Allosaurus: On a local combat check, recharge to add 1d6.
Blessing of Pharasma: On any check, discard to bless. On any check, when a character plays a spell, discard to bless twice.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Telekinesis, Embiggen, Slip, Control Weather, Pharasma's Knowing, Blessing of Gorum, Blessing of Geryon, Mastiff, Droogami (Core), Blessing of Achaekek, Breath of Life, Blessing of Milani, Divine Blaze (Core), Velociraptor, Shoanti Barbarian Hide, Steal Soul (Core)
Recharged: Divine Fortune (Core),
Discard Pile:
Buried Pile:
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: Feathered Dragon
Notes for Damiel: Take 1d8 fire damage.
Heal 3 from Holy Feast at the end of Seltyiel's turn
Notes for Ak: Take 1d8 fire damage.
Heal 3 from Holy Feast at the end of Seltyiel's turn
Notes for Seltyiel: Heal 3 from Holy Feast at the end of Seltyiel's turn
Fog Bank CLOSED
Jirelle - Pinnacle Atoll 1-6 remain
Theater of Corruption 1-9 remain
Gozreh's Flow CLOSED
Damiel, Maznar, Ak, Augustille, Seltyiel - Teleportation Chamber CLOSED
Fringes of the Eye CLOSED 1-4 remain // 1=Lookout Duty; 2 Blessings, 1 Barrier
Raker Shoals CLOSED
Wishing Well 1-10 remain // 1=Wereshark Pirate"
| Augustille Z. |
On Maznar's turn: when location closes move (together with the group) to Theater of Corruption.
It is the hour of Sivanah
Ring of Regeneration: SoT reveal to recharge a random card from discards - Mountaineer.
Scenario Power: At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6
Perception 12, maznar, display Divine Fortune, Steal Soul, draw Third Eye from displayed: 1d10 + 7 + 1d4 + 1 + 1d6 + 1d4 + 1d10 ⇒ (8) + 7 + (1) + 1 + (4) + (4) + (2) = 27
Draw a card: The All-Seeing Eye.
Augustille power: at the start of your turn, discard a card (Discard Third Eye), then examine the top card of your location (which is Theater of Corruption 1= Cannonade); then you may examine the top card of another occupied location (which is Pinnacle Atoll 1=Wereshark Pirate).
Location Power: After you play an ally, banish it.
Free exploration
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.
Perception 10+6=16, maznar, Divine Fortune, Steal Soul: 1d10 + 7 + 1d4 + 1 + 1d6 + 1d4 ⇒ (4) + 7 + (3) + 1 + (4) + (1) = 20
The ship takes 2 Structural dmg. Jirelle reduces this by 1 (this works even if Jirelle is at another location, yes?) and requesting someone to take the 1 other Structural dmg; due to the Feathered Dragon power, if the discarded card is an ally or a blessing it is recharged instead. I *think* that makes the Scenario Power moot? (Scenario Power: After you discard cards as structural damage, discard an equal number of cards from your deck.)
Discard the All-Seeing Eye to examine top two of the location: Venomous Pike +2 and Corlan - leave in the same order and then explore.
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Str 13, maznar, df, steal soul: 1d10 + 3 + 1d4 + 1 + 1d6 + 1d4 ⇒ (5) + 3 + (3) + 1 + (5) + (4) = 21
EoT: reveal ring of regeneration to recharge a random card from discards: The All-Seeing Eye.
End turn: Augustille power - heal a card (Third Eye is healed)
Reset Hand
"Board Status
Most Recent BR Refresh
Ship: Feathered Dragon
Divine Fortune is displayed by Augustille (+1d6 to all checks)
Notes for Ak: Either take 1d8 fire damage, then heal 3 from Holy Feast at the end of Seltyiel's turn
Or cast Dimension Leap to avoid Gargiya but not get healed.
Recharge 1 for Tessa on Maznar's turn for Damiel
Notes for Seltyiel: Heal 3 from Holy Feast at the end of Seltyiel's turn
Fog Bank CLOSED
Jirelle - Pinnacle Atoll 1-6 remain // 1=Wereshark Pirate
Damiel, Maznar, Ak, Augustille, Seltyiel - Theater of Corruption 3-9 remain // 3=Corlan
Gozreh's Flow CLOSED
Teleportation Chamber CLOSED
Fringes of the Eye CLOSED 1-4 remain // 1=Lookout Duty; 2 Blessings, 1 Barrier
Raker Shoals CLOSED
Wishing Well 1-10 remain // 1=Wereshark Pirate"
"
Hand: Venomous Pike +2:, Breath of Life, Find Traps, Ring of Regeneration, Wand of Restorative Touch, Fortune-Teller, Lyrune-Quah Truthspeaker, Pharasma's Knowing, Blessing of the Gods,
Displayed: Steal Soul, Divine Fortune,
Deck: 14 Discard: 2 Buried: 0
Current Location: Theater of Corruption
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Divine Fortune is displayed by Augustille (+1d6 to local checks)
Breath of Life and Wand of Restorative Touch are available for healing.
Find Traps: +2 dice vs any barrier
Truthspeaker: +1d6 for local Wis/Divine
Middle of Deck (Unknown Order): Baby Triceratops, Third Eye, Fly, Fox (Core), The All-Seeing Eye, Vengeful Storm, The Healing Light, Boneshatter, Repelling Pike +1, Headband of Mental Superiority, Aqueous Orb, Mountaineer, The Lady of Mysteries, Nethys's Duality
Recharged:
Discard Pile:
Buried Pile:
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"
| Damiel the Mad Bomber |
We forgot to process the villain escape before Augustille's turn.
For simplicity's sake, assuming that the top two of the Theatre remained the top two despite the shuffle.
Damiel will recharge Boneslayer for the 1 structural damage, since he cannot play her without banishing the card.
Damiel's turn
Hour of Abadar
SoT:
Trigger DF, get a dino-lift (Must Go Faster)
Cha 12: 1d4 + 1d6 + 1d4 + 1 ⇒ (2) + (5) + (1) + 1 = 9 Failure
1d6 ⇒ 2 Random card: 1d3 ⇒ 1 -> discard Crossbow
Move to Wishing Well (solo? Can guard it reliably)
Free explore of #1d11 ⇒ 5: Vomit Twin
Auto-acquire, gain a PSH, bury Vomit Twin to banish the PSH
End turn
Start of Jirelle's turn, cast Cure for 1d4 + 1 ⇒ (3) + 1 = 4 and heal Dindrean, Twitch Tonic, Blessing of Gozreh, and Blessing of Geryon
Cast Restoration to draw two.
Recover Restoration: Divine/Craft 14: 1d10 + 7 ⇒ (4) + 7 = 11 (Will amend if others end up here)
Recover Cure: automatic
Hand: Flame Cannon, Steel Ibis Lamellar, Sunrod, Fuse Grenade 1, Fuse Grenade 2, Potion of the Ocean, Sergeant-at-arms, The Winged Serpent,
Displayed: Moon Maiden Armor,
Deck: 14 Discard: 5 Buried: 2
Hero Points: 7
Used Accessory re-roll: N
NOTES:
Available Support: Flame Cannon can add 2d8 Fire to any combat check, Fuse Grenades can boost local checks against barriers or monsters, Motion of the Ocean is an auto-success, Sergeant is available locally, and Winged Serpent is available distant.
Middle of Deck (Unknown Order): Dindrean, Reflecting Buckler, The Cyclone, Bottled Lightning 2, Twitch Tonic, The Savored Sting, Skoan-quah Boneslayer, Major Cure, Blessing of Geryon, Potion of Heroism, Blessing of Gozreh, Liquid Persuasion
Recharged: Restoration, Cure,
Discard Pile:
Buried Pile:
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: Feathered Dragon
Divine Fortune is displayed by Augustille (+1d6 to all checks)
Notes for Ak: Either take 1d8 fire damage, then heal 3 from Holy Feast at the end of Seltyiel's turn
Or cast Dimension Leap to avoid Gargiya but not get healed.
--
Recharge 1 for Tessa on Maznar's turn for Damiel
Notes for Seltyiel: Heal 3 from Holy Feast at the end of Seltyiel's turn
Fog Bank CLOSED
Jirelle - Pinnacle Atoll 1-6 + ? remain // Wereshark Pirate; Shuffled; top card is known
Maznar, Ak, Augustille, Seltyiel - Theater of Corruption 3-9 + ? remain
Gozreh's Flow CLOSED
Teleportation Chamber CLOSED
Fringes of the Eye CLOSED 1-4 remain // 1=Lookout Duty; 2 Blessings, 1 Barrier
Raker Shoals CLOSED
Damiel - Wishing Well 1-4, 6-10 + ? remain // Wereshark Pirate; Shuffled
| Ak the Survivor |
Off turn, banish Dimension Leap to move to Pinnacle Atoll not get roasted. Recharge Lady Cerise Bloodmourn to play Tessa Fairwind
Hand: Belt of Physical Might, Xoff, Master of the Gales, Tessa Fairwind, Blessing of Lady Lastbreath,
Displayed: Bearskin Armor,
Current Location: Teleportation ChamberDeck: 19 Discard: 1 Buried: 1
NOTES:
Available Support: Tessa Fairwind: Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check
Other: Hero Point: 6
Product Reroll: Unused
Middle of Deck (Unknown Order): Blessing of the Father of Creation, Blessing of Angradd, Grappler's Mask, Scoundrel's Sword Cane, Ring of Stony Flesh
Recharged: Blessing of Achaekek, Belt of Charging, Blessing of the Boss, Mace of Smiting, Mighty Steed, Blessing of the Demon Queen, Blessing of the Lord in Iron, Jorgenfist Spear, Four-Mirror Armor, Old Salt, Blessing of Erastil, Improvised Monster, Dragoon, Lady Cerise Bloodmourn,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☑ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
Start each scenario with this side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you succeed at a check to defeat, flip this role card.
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) (☐ or 0 or 8) until the end of the turn. (☐ If you treat your hand size as 3 or less, you may recharge a random card from your discard pile.)
When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
☑ When you encounter a bane, you may recharge a card to evade it. (☑ Then you may draw a card.)
☑ Add 1d6 to your check to acquire an armor or an item (☑ or a weapon or a blessing).
☑ Reduce damage dealt to you by a power that happens before or after you act by 1 (☐ 1d4).
===================================
CHIEF: SKILLS AND POWERS
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.
| BR Nathan Davis |
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.
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.
Ship 5
Class 5
Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12
When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
Check to Repair
Arcane
Craft
6
When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.
During This Scenario: Your ship is the Feathered Dragon
Ship 6
Class 6
Check To Defeat:
Arcane
Divine
11
Wisdom
Survival
16
When Encountering:
You may reveal any number of allies and blessings; add 1 to your check for each revealed card.
When Commanding:
When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead.
Check To Repair:
Craft
Divine
8
When Commanding (Wrecked):
At the start of your turn, recharge an ally or a blessing.
At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:
1. Shuffle your hand into your deck, then draw the same number of cards.
2. Choose a random card, then either discard it or shuffle it into another character’s deck.
3. Move to a random open location, then you cannot move this turn.
4. Display the henchman Pirate Shade Haunt next to your character card.
5. You are dealt 1 Mental damage that cannot be reduced.
6. Summon and encounter the henchman Animate Dream.
After you discard cards as structural damage, discard an equal number of cards from your deck.
Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.
Additional Rules: Story Banes
Villain: Voidlord Akinaru
Henchmen: Lady Nightshade, Hurricane Winds, Wereshark Pirates
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.
Henchman
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster. If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Lycanthrope Pirate Aquatic
To Defeat: Combat 26
The Wereshark Pirate may not be evaded. Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.
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.
Henchman
Type: Monster
Traits: Outsider Incorporeal
To Defeat: Combat 17
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait. If the check to defeat does not have the Magic trait, Animate Dream is undefeated. If you fail a check to defeat the Animate Dream, shuffle a random blessing from your hand into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 12, Jirelle/eddiephlash
Monsters
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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.
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Barriers
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.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
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.
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.
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Weapons
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
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.
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.
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.
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Spells
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.
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.
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
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.
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
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.
Armors
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.
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.
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.
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.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
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.
SS
Item P
Traits:
Tool
Alchemical
To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
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.
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Allies
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.
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.
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.
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.
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
Blessings
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.
SS
Blessing C
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.
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.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 17
Hourglass
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.
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.
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of Gorum
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Fog Bank
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Jirelle/eddiephlash, Ak/NathanDavis, Wereshark Pirate
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.
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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.
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.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Henchman 6
Type: Monster
Traits:
Lycanthrope
Pirate
Aquatic
To Defeat:
Combat 26
The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #3: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Seltyiel/MauveAvenger, Maznar/Bigguyinblack, Augustille/AbrahamZ., None
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.
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.
SS
Henchman 5
Type: Monster
Traits:
Outsider
Illusionist
To Defeat:
Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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 #4: Gozreh's Flow
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Teleportation Chamber
Closed
At This Location: At the end of your turn, move to another location.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Gargiya
Location #6: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Permanently Closed: .
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 #7: Raker Shoals
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
Located/Displayed Here: Damiel/Iceman91, Wereshark Pirate
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Item 5
Traits:
Accessory
Piercing
Magic
To Acquire:
Arcane
Melee
Divine 10
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
SS
Henchman 6
Type: Monster
Traits:
Lycanthrope
Pirate
Aquatic
To Defeat:
Combat 26
The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Ally C
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
| Swashin' Jirelle |
Start turn. Autofail Cha 12 check.
Bad stuff?: 1d6 ⇒ 4: Display the henchman Pirate Shade Haunt
Give Vampiric Backsword to Ak. Explore Pirate Entertainments.
Hirgy?: 1d12 ⇒ 5 Not yet
Reveal Corrosive Backsword vs the barrier.
Fort 7 + # + 1= 14: 1d10 + 6 + 1d6 + 4 ⇒ (4) + 6 + (4) + 4 = 18 Success! Examine top of location: Pirate Sniper
Discard Midnight Lord to explore: Pirate Sniper.
Hirgy?: 1d12 ⇒ 12 Not yet
Banish Mogmurch on bya check to Midnight Lord. Discard Besmara to bless.
Wis 14 + 1 = 15: 2d8 + 3 + 1d6 ⇒ (5, 7) + 3 + (1) = 16 Dodged!
For combat, reveal Corrosive Backsword +4. Mask adds a die for being a pirate.
Combat 25 + 1 = 26: 2d10 + 6 + 1d6 + 4 ⇒ (2, 10) + 6 + (4) + 4 = 26 Success! Recharge kukri to heal 1: Blessing of Gozreh
End turn. Recharge Rekkish to heal 1: Shadowless Sword. Reset hand, drawing 6:
Hand: Corrosive Backsword +4, Blessing of Maat, Sawtooth Sabre +2, Rekkish, Blessing of Gozreh, Councilor's Ring, Ophidian Armor, Blessing of Abadar,
Displayed: Mask of Stolen Mien, Pirate Shade Haunt,
Deck: 8 Discard: 7 Buried: 0
Hero Points: 11
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
Middle of Deck (Unknown Order): Blessing of Erastil, Heister, Shadowless Sword, Fortune-teller, Invigorating Kukri +1, Black Arrow Ranger, Blessing of Zon-Kuthon, Merren Unwin
Recharged:
Discard Pile:
Buried Pile:
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: Feathered Dragon
Divine Fortune is displayed by Augustille (+1d6 to all checks)
Notes for Ak: Given Jirelle's Vampiric Backsword +3. Must encounter Pirate Entertainments on Jirelle's turn (and add a plunder to hand if result is better than 17)
Notes for Seltyiel: Heal 3 from Holy Feast at the end of Seltyiel's turn
Fog Bank CLOSED
Jirelle, Ak - Pinnacle Atoll 3-7 remain
Maznar, Augustille, Seltyiel - Theater of Corruption 1-8 remain // 1=Corlan
Gozreh's Flow CLOSED
Teleportation Chamber CLOSED
Fringes of the Eye CLOSED 1-4 remain // 1=Lookout Duty; 2 Blessings, 1 Barrier
Raker Shoals CLOSED
Damiel - Wishing Well 1-10 remain // Wereshark Pirate
| Swashin' Jirelle |
Slight retcon. Ak was not local, and so was unable to receive my Vampiric Backsword. I'd have then used it for combat as it is strictly better, and then I'd have been able to heal one more: Blessing of the Vaultmaster. I'd have then been the only one taking on the Entertainments, so I'd get the reward for being the highest:
Plunder: 1d6 ⇒ 5: Ally: Ederleigh Baines.
Updated hand:
Hand: Corrosive Backsword +4, Ederleigh Baines, Blessing of Maat, Blessing of Zon-Kuthon, Sawtooth Sabre +2, Blessing of the Vaultmaster, Councilor's Ring, Blessing of Abadar,
Displayed: Mask of Stolen Mien, Pirate Shade Haunt,
Deck: 10 Discard: 6 Buried: 0
Hero Points: 11
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
Middle of Deck (Unknown Order): Heister, Shadowless Sword, Blessing of Gozreh, Rekkish, Black Arrow Ranger, Fortune-teller, Blessing of Erastil, Invigorating Kukri +1, Merren Unwin, Ophidian Armor
Recharged:
Discard Pile:
Buried Pile:
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.
| Ak the Survivor |
Hour of Besmara
Start of turn Charisma 12: 1d4 ⇒ 3
What do I get?: 1d6 ⇒ 1
Shuffle hand into deck and then draw 5:
Tessa Fairwind
Blessing of Achaekek
Master of the Gales
Jorgenfist Spear
Scoundrel's Sword Cane
(that's one way to get weapons again)
Move with Maznar, Augustille, and Seltyiel to Wishing Well
Free explore and encounter Electricity Arc Trap
Maznar, Augustille's Divine Fortune. Augustille's Find Traps
Dexterity 12: 1d8 + 1d4 + 1 + 1d6 + 2d8 ⇒ (6) + (1) + 1 + (3) + (3, 5) = 19 Banished! Become Chief and draw Blessing of the Father of Creation
| Chief Ak |
Discard Blessing of the Father of Creation to explore and encounter Wizard's Hook, then automatically acquire it and Display a Pirate Shade Haunt. Then bury Wizard's Hook to banish the Pirate Shade Haunt
End turn and keep hand size at 7
Ak gets consumed by greed and pulls the ship into a place he's sure is full of treasure. It's guarded by a devious electricity trap that Augustille is quick to dismantle before it blows up in their faces.
Ak discovers a fancy wizard weapon and quickly pockets it.
Hand: Jorgenfist Spear, Scoundrel's Sword Cane, Belt of Physical Might, Tessa Fairwind, Master of the Gales, Blessing of Achaekek, Blessing of the Boss,
Displayed: Bearskin Armor,
Current Location: Wishing WellDeck: 16 Discard: 2 Buried: 2
NOTES:
Available Support: Tessa Fairwind: Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any checkBlessing Available.
Movement: Please don't bring me to Theater of Corruption as it will kill Tessa
Other: Hero Point: 6
Product Reroll: Unused
Middle of Deck (Unknown Order): Ring of Stony Flesh, Mighty Steed, Dragoon, Old Salt, Blessing of Erastil, Four-Mirror Armor, Blessing of the Lord in Iron, Improvised Monster, Lady Cerise Bloodmourn, Blessing of Angradd, Blessing of the Demon Queen, Xoff, Mace of Smiting, Grappler's Mask, Belt of Charging, Blessing of Lady Lastbreath
Recharged:
Discard Pile:
Buried Pile:
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
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: Feathered Dragon
Divine Fortune is displayed by Augustille (+1d6 to all checks)
Notes for Augustille: Banish Find Traps to Recovery
Notes for Seltyiel: Heal 3 from Holy Feast at the end of Seltyiel's turn
Fog Bank CLOSED
Jirelle - Pinnacle Atoll 1-5 remain
Theater of Corruption 1-8 remain // 1=Corlan
Gozreh's Flow CLOSED
Teleportation Chamber CLOSED
Fringes of the Eye CLOSED 1-4 remain // 1=Lookout Duty; 2 Blessings, 1 Barrier
Raker Shoals CLOSED
Damiel, Maznar, Augustille, Seltyiel, Ak - Wishing Well 1-8 remain // Wereshark Pirate
| BR Nathan Davis |
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.
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.
Ship 5
Class 5
Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12
When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
Check to Repair
Arcane
Craft
6
When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.
During This Scenario: Your ship is the Feathered Dragon
Ship 6
Class 6
Check To Defeat:
Arcane
Divine
11
Wisdom
Survival
16
When Encountering:
You may reveal any number of allies and blessings; add 1 to your check for each revealed card.
When Commanding:
When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead.
Check To Repair:
Craft
Divine
8
When Commanding (Wrecked):
At the start of your turn, recharge an ally or a blessing.
At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:
1. Shuffle your hand into your deck, then draw the same number of cards.
2. Choose a random card, then either discard it or shuffle it into another character’s deck.
3. Move to a random open location, then you cannot move this turn.
4. Display the henchman Pirate Shade Haunt next to your character card.
5. You are dealt 1 Mental damage that cannot be reduced.
6. Summon and encounter the henchman Animate Dream.
After you discard cards as structural damage, discard an equal number of cards from your deck.
Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.
Additional Rules: Story Banes
Villain: Voidlord Akinaru
Henchmen: Lady Nightshade, Hurricane Winds, Wereshark Pirates
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.
Henchman
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster. If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Lycanthrope Pirate Aquatic
To Defeat: Combat 26
The Wereshark Pirate may not be evaded. Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.
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.
Henchman
Type: Monster
Traits: Outsider Incorporeal
To Defeat: Combat 17
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait. If the check to defeat does not have the Magic trait, Animate Dream is undefeated. If you fail a check to defeat the Animate Dream, shuffle a random blessing from your hand into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 14, Seltyiel/MauveAvenger
Monsters
SS
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
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.
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Barriers
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.
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.
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.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Weapons
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
If a monster has a power that increases the difficulty of a combat check, ignore that power.
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.
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Spells
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.
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.
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
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.
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.
Armors
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.
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.
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.
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.
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Items
SS
Item 5
Traits:
Accessory
Magic
Swashbuckling
To Acquire:
Charisma
Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
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.
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.
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.
SS
Item 4
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 10
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.
Allies
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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.
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.
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
Blessings
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.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 15
Hourglass
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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of Gorum
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Fog Bank
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Jirelle/eddiephlash, Wereshark Pirate
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.
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.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Henchman 6
Type: Monster
Traits:
Lycanthrope
Pirate
Aquatic
To Defeat:
Combat 26
The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #3: Theater of Corruption
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
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.
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.
SS
Henchman 5
Type: Monster
Traits:
Outsider
Illusionist
To Defeat:
Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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 #4: Gozreh's Flow
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Teleportation Chamber
Closed
At This Location: At the end of your turn, move to another location.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Gargiya
Location #6: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Permanently Closed: .
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 #7: Raker Shoals
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Wishing Well
At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 2
Located/Displayed Here: Ak/NathanDavis, Seltyiel/MauveAvenger, Maznar/Bigguyinblack, Augustille/AbrahamZ., Damiel/Iceman91, Wereshark Pirate
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
SS
Henchman 6
Type: Monster
Traits:
Lycanthrope
Pirate
Aquatic
To Defeat:
Combat 26
The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Ally C
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
| Mios the Unshaken |
Turn Order: Ak, Seltyiel, Maznar, Augustille, Damiel, Jirelle
Out of Turn Updates: Heal 3 from Holy Feast. Heal Golembane Hammer +2, Fly, and Wayfarer.
Turn: Turn 14 - 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.
Discard Blessing of Sivanah to Bless check. Divine Fortune adds 1d6.
SOT: BOT Charisma 12: 2d6 + 1d4 + 1 + 1d6 ⇒ (2, 6) + (3) + 1 + (4) = 16
Success. Draw card - Flaming Icy Axe +1
Move: Stay at Wishing Well
Explore: Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Automatically acquire. Display Pirate Shade Haunt next to deck. Discard Blessing of the Gods to explore again.
Explore 2: Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Automatically acquire. Display Pirate Shade Haunt next to deck. Discard Blessing of the Gozreh to explore again.
Explore 3: 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.
Automatically acquire. Display Pirate Shade Haunt next to deck. Discard Blessing of the Besmara to explore again.
Explore 4: Wereshark Pirate
SS
Henchman 6
Type: Monster
Traits:
Lycanthrope
Pirate
Aquatic
To Defeat:
Combat 26
The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Difficulty is increased by 6 since Hourglass is not Blessing of the Gods and 3 from Pirate Shade Haunt. For combat, reveal and discard Flaming Icy Axe +1 to do Melee+1d12+1+2d6 and the Cold trait. Add 1d4 vs Pirate banes. Discard Blessing of the All-Seeing Eye to Bless check. Audessa Reyquio adds 1. Maznar adds 1d4+1. Divine Fortune adds 1d6.
Combat 26+6+3=35: 2d8 + 7 + 1d12 + 1 + 2d6 + 1d4 + 1 + 1d4 + 1 + 1d6 ⇒ (5, 3) + 7 + (9) + 1 + (1, 5) + (1) + 1 + (4) + 1 + (6) = 44
Defeated. Does not have Swashbuckling trait so discard top card of Hourglass. Can attempt to close. Maznar adds 1d4+1. Divine Fortune adds 1d6. Audessa adds 1.
Intelligence 8: 1d8 + 3 + 1d4 + 1 + 1d6 + 1 ⇒ (4) + 3 + (4) + 1 + (5) + 1 = 18
Location closed. Banish all Pirate Shade Haunts next to character.
End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset
Recovery:
-Summon Hellhounds: Arcane 13: 1d8 + 6 + 1d4 + 1 + 1d6 ⇒ (2) + 6 + (2) + 1 + (1) = 12
Board Status
Hourglass off by 1
Ship: Feathered Dragon
Divine Fortune is displayed by Augustille (+1d6 to all checks)
Notes for Augustille: Banish Find Traps to Recovery
Fog Bank CLOSED
Jirelle - Pinnacle Atoll 1-5 remain
Theater of Corruption 1-8 remain // 1=Corlan
Gozreh's Flow CLOSED
Teleportation Chamber CLOSED
Fringes of the Eye CLOSED 1-4 remain // 1=Lookout Duty; 2 Blessings, 1 Barrier
Raker Shoals CLOSED
Damiel, Maznar, Augustille, Seltyiel, Ak - Wishing Well CLOSED
Hand: Treacherous Teleport, Create Mindscape, Cloudburst, Audessa Reyquio, Blessing of Maat, Blessing of the Lady of Graves, Blessing of the Oathkeeper,
Displayed: Phoenix Cloak,
Deck: 9 Discard: 7 Buried: 2
Current Location: Wishing Well
Hero Points: 13
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!
Middle of Deck (Unknown Order): Helm of Electric Radiance, Arcana Theft, Cleric of Nethys, Wayfarer, Fly, Fire Snake, Golembane Hammer +2, Demonbane Longsword +2, Blessing of Cayden Cailean
Recharged:
Discard Pile:
Buried Pile:
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).
| Maznar |
During Mios's turn display Shapechange.
Blessing of the Gods in effect. Choose hand size 10 for Shapechange. Everyone may reveal a card with the animal trait to draw a card. Draw Shoanti Barbarian Hide.
start of turn effect: 1d6 ⇒ 3
move us all to a random open location: 1d2 ⇒ 2
Theater of Corruption
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
charisma 9 revealing an animal for my power and aided by Divine Fortune: 1d6 + 1d4 + 1d6 + 1 ⇒ (5) + (4) + (3) + 1 = 13
Banish Corlan to explore.
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.
Pinnacle Atoll can't be guarded. BYA banish Riding Allosaurus. Request a Fuse Grenade from Damiel, Requesting Blessing of Achaekek from Ak.
combat 45 revealing Fury's Trident, revealing an animal, revealing Headband of Inspired Wisdom, aided by Divine Fortune, aided by Fuse Grenade, blessed by Achaekek: 3d10 + 2d8 + 1d4 + 1d6 + 2d8 + 9 ⇒ (9, 1, 5) + (8, 4) + (2) + (5) + (1, 2) + 9 = 46
combat 35 revealing Fury's Trident, revealing an animal, revealing Headband of Inspired Wisdom, aided by Divine Fortune, discarding Blessing of Pharasma to bless: 2d10 + 2d8 + 1d4 + 1d6 + 9 ⇒ (10, 9) + (7, 4) + (2) + (6) + 9 = 47
bury cards on close: 1d4 ⇒ 4
Bury Hippogriff, Cure, Headband of Inspired Wisdom, and Shoanti Barbarian Hide.
draw cards: 1d4 ⇒ 3
Draw Steal Soul (Core), Slip, and Pharasma's Knowing.
plunder on close: 1d6 ⇒ 4 Item.
Hand: Steal Soul (Core), Slip, Fury's Trident, Pharasma's Knowing, Blessing of Milani, Breath of Life, Blessing of Geryon, Velociraptor, Blessing of Gorum, Divine Blaze (Core),
Displayed: Shapechange (Core),
Deck: 7 Discard: 1 Buried: 5
"Current Location: Theater of Corruption
Hero Points: 9"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: UnusedPharasma's Knowing: Discard this card to add 1 die to any check.
Blessing of Geryon: Discard this card to add 1 die to any check.
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.
Blessing of Milani: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Control Weather, Droogami (Core), Blessing of Achaekek, Mastiff, Embiggen, Telekinesis
Recharged: Divine Fortune (Core),
Discard Pile:
Buried Pile:
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
Hourglass off by 1
Ship: Feathered Dragon
Divine Fortune is displayed by Augustille (+1d6 to all checks)
Notes for Augustille: Banish Find Traps to Recovery
Notes for Damiel: Used Fuse Grenade.
Notes for Ak: Used Blessing of Achaekek.
Fog Bank CLOSED
Jirelle - Pinnacle Atoll 1-5 remain
Damiel, Maznar, Augustille, Seltyiel, Ak - Theater of Corruption CLOSED
Gozreh's Flow CLOSED
Teleportation Chamber CLOSED
Fringes of the Eye CLOSED 1-4 remain // 1=Lookout Duty; 2 Blessings, 1 Barrier
Raker Shoals CLOSED
Wishing Well CLOSED"
| Chief Ak |
Off turn, reveal Tessa and recharge Scoundrel's Sword Cane to keep things swashbuckled for Seltyiel. Discard Blessing of Achaekek
Hand: Jorgenfist Spear, Belt of Physical Might, Tessa Fairwind, Master of the Gales, Blessing of the Boss,
Displayed: Bearskin Armor,
Current Location: Theater of CorruptionDeck: 17 Discard: 3 Buried: 2
NOTES:
Available Support: Tessa Fairwind: Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any checkBlessing Available.
Other: Hero Point: 6
Product Reroll: Unused
Middle of Deck (Unknown Order): Four-Mirror Armor, Blessing of Erastil, Blessing of the Demon Queen, Mace of Smiting, Blessing of Angradd, Lady Cerise Bloodmourn, Blessing of Lady Lastbreath, Mighty Steed, Dragoon, Old Salt, Blessing of the Lord in Iron, Belt of Charging, Improvised Monster, Xoff, Ring of Stony Flesh, Grappler's Mask
Recharged: Scoundrel's Sword Cane,
Discard Pile:
Buried Pile:
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
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).
| BR Nathan Davis |
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.
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.
Ship 5
Class 5
Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12
When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
Check to Repair
Arcane
Craft
6
When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.
During This Scenario: Your ship is the Feathered Dragon
Ship 6
Class 6
Check To Defeat:
Arcane
Divine
11
Wisdom
Survival
16
When Encountering:
You may reveal any number of allies and blessings; add 1 to your check for each revealed card.
When Commanding:
When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead.
Check To Repair:
Craft
Divine
8
When Commanding (Wrecked):
At the start of your turn, recharge an ally or a blessing.
At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:
1. Shuffle your hand into your deck, then draw the same number of cards.
2. Choose a random card, then either discard it or shuffle it into another character’s deck.
3. Move to a random open location, then you cannot move this turn.
4. Display the henchman Pirate Shade Haunt next to your character card.
5. You are dealt 1 Mental damage that cannot be reduced.
6. Summon and encounter the henchman Animate Dream.
After you discard cards as structural damage, discard an equal number of cards from your deck.
Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.
Additional Rules: Story Banes
Villain: Voidlord Akinaru
Henchmen: Lady Nightshade, Hurricane Winds, Wereshark Pirates
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.
Henchman
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster. If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Lycanthrope Pirate Aquatic
To Defeat: Combat 26
The Wereshark Pirate may not be evaded. Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.
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.
Henchman
Type: Monster
Traits: Outsider Incorporeal
To Defeat: Combat 17
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait. If the check to defeat does not have the Magic trait, Animate Dream is undefeated. If you fail a check to defeat the Animate Dream, shuffle a random blessing from your hand into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 6
Turn: 16, Augustille/AbrahamZ.
Monsters
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.
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.
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.
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.
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.
Barriers
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.
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.
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.
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.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Weapons
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.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
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.
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.
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Spells
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.
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.
SS
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Armors
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.
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.
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.
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.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
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.
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.
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.
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.
SS
Item 3
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
Allies
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
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.
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.
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
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.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 13
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of Gorum
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Fog Bank
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: Jirelle/eddiephlash, Wereshark Pirate
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.
SS
Henchman 6
Type: Monster
Traits:
Lycanthrope
Pirate
Aquatic
To Defeat:
Combat 26
The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
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.
Location #3: Theater of Corruption
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ak/NathanDavis, Seltyiel/MauveAvenger, Maznar/Bigguyinblack, Augustille/AbrahamZ., Damiel/Iceman91, None
Location #4: Gozreh's Flow
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Teleportation Chamber
Closed
At This Location: At the end of your turn, move to another location.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Gargiya
Location #6: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Permanently Closed: .
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 #7: Raker Shoals
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Wishing Well
Closed
At This Location: If you end your turn at this location, banish all Haunts next to your character card.
When Permanently Closed:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Wereshark Pirate
Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
| Augustille Z. |
Off turn: send Find Traps to Recovery for Ak
Recharge Find Traps? Divine 8, maznar, df: 1d10 + 6 + 1d4 + 1 + 1d6 ⇒ (2) + 6 + (2) + 1 + (5) = 16
At the end of Maznar's turn: send Breath of Life to Recovery to heal Jirelle.
Jirelle healing: 1d4 + 1 ⇒ (4) + 1 = 5
Send Wand of Restorative Touch to Recovery to heal Seltyiel.
Seltyiel healing: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Breath of Life? Divine 15, maznar, df, steal soul: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (5) + 6 + (2) + 1 + (3) + (3) = 20
Recharge Wand of Restorative Touch? Divine 12, maznar, df, steal soul: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (4) + 6 + (2) + 1 + (4) + (2) = 19
It is the hour of the Gods.
Start of Turn: reveal Ring of Regeneration to recharge a random card from Discards: Angelic Armor.
Augustille power: at the start of your turn, discard a card (Discard Blessing of the Gods), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is Pinnacle Atoll 1=Alkali Flask).
Scenario Power: At the start of your turn, attempt a Charisma or Perception 12 check. If you succeed, you may draw a card. If you fail, roll 1d6:
Perception 12, maznar, df, steal soul: 1d10 + 7 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + 7 + (2) + 1 + (1) + (3) = 20
Draw a card: Fly
Start of Turn: banish Divine Fortune to Recovery
Move to: Pinnacle Atoll (together with the rest of the gang)
Location Power: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
After move step, reveal Fortune-Teller (choosing boon) and then examine top of location - then encounter 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.
Hirgenzosk?: 1d12 ⇒ 5
Int 11, Maznar, Steal Soul: 1d4 + 1d4 + 1 + 1d4 ⇒ (2) + (1) + 1 + (1) = 5 banished
Free exploration
SS
Henchman 6
Type: Monster
Traits:
Lycanthrope
Pirate
Aquatic
To Defeat:
Combat 26
The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Power: Before you act against a villain or henchman, bury a card from either your hand or deck, then summon and encounter a random ship.
Bury Fly
Random ship: 1d24 ⇒ 6
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.
Hirgenzosk?: 1d12 ⇒ 7
Wis 6, maznar, steal soul: 1d10 + 4 + 1d4 + 1 + 1d4 ⇒ (6) + 4 + (2) + 1 + (1) = 14
Back to the Wereshark Pirate, BYA - the hour *is* Blessing of the Gods, so no increase in difficulty.
Ask Ak to reveal Tessa and recharge any card to add Swashbuckling trait
Combat 26, maznar, pirate, reveal venomous pike, onboard ship, tessa: 1d10 + 3 + 1d8 + 1d12 + 2 + 1d4 + 1d4 + 1 + 1d4 + 1d6 ⇒ (7) + 3 + (3) + (6) + 2 + (4) + (4) + 1 + (2) + (4) = 36
Check had Swashbuckling, so AYA is n/a
When Closing: Discard a card from the blessings deck. Hour is now Blessing of the Gods (Damiel)
Search location for cards: Villain found; other cards are banished; location is not closed.
Discard Pharasma's Knowing to draw 2 cards: Repelling Pike +1 and Vengeful Storm, then recharge 2 cards: Vengeful Storm and Repelling Pike +1, then explore.
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.
Augustille power: discard Fortune-Teller to evade; another local character encounters, with +1d4+6 on checks to defeat.
Pausing turn for someone else to kill the villain!
"Board Status
Hour is off by 1 (Damiel's hour on Augustille's turn)
Ship: Feathered Dragon
Notes for Damiel: Used Fuse Grenade.
Notes for Jirelle: Heal 4 (from Augustille at the end of Maznar's turn)
Notes for Ak: recharge any card on Augustille's turn for Tessa's power
Notes for Seltyiel: Heal 2 (from Augustille at the end of Maznar's turn)
Fog Bank CLOSED
Jirelle, Damiel, Maznar, Augustille, Seltyiel, Ak - Pinnacle Atoll 3 remain // 3=Villain
Theater of Corruption CLOSED
Gozreh's Flow CLOSED
Teleportation Chamber CLOSED
Fringes of the Eye CLOSED 1-4 remain // 1=Lookout Duty; 2 Blessings, 1 Barrier
Raker Shoals CLOSED
Wishing Well CLOSED"
"
Hand: Venomous Pike +2:, Ring of Regeneration, Lyrune-Quah Truthspeaker,
Displayed: Steal Soul,
Deck: 16 Discard: 5 Buried: 1
Current Location: Pinnacle Atoll
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.Truthspeaker: +1d6 for local Wis/Divine
Middle of Deck (Unknown Order): Baby Triceratops, The All-Seeing Eye, Headband of Mental Superiority, Boneshatter, Mountaineer, The Healing Light, Nethys's Duality, Third Eye, The Lady of Mysteries, Aqueous Orb, Fox (Core)
Recharged: Find Traps, Wand of Restorative Touch, Angelic Armor, Vengeful Storm, Repelling Pike +1,
Discard Pile:
Buried Pile:
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"
| Damiel the Mad Bomber |
Off-turn: Banish and recharge Fuse Grenade 1
Augustille's turn
Encounter the Voidlord
Atoll: 1d12 ⇒ 9
Scenario BYA: Bury Major Cure from deck
Encounter 1d24 ⇒ 15 Dowager Queen
Atoll: 1d12 ⇒ 10
Ask Augustille to recharge Lyrune-quah Truthspeaker, ask Seltyiel to cast Create Mindscape, encourage the raptor to leap aboard and wreak havoc
Wis 8: 1d6 + 1d6 + 1d4 + 1d4 + 1 ⇒ (3) + (2) + (2) + (1) + 1 = 9 Success
Plunder: 1d6 ⇒ 2 Spell
Villain BYA: Banish Winged Serpent
CtD 1: Reveal Sunrod and recharge Potion of the Ocean, get a blessing, banish Flame Cannon (adds fire), trigger Mindscape and Augustille's bonus, let the raptor do some rippin and tearin
Combat 35: 1d10 + 7 + 3d6 + 1d10 + 2d8 + 1d4 + 1d4 + 6 + 1d4 + 1 ⇒ (7) + 7 + (2, 2, 4) + (2) + (3, 1) + (3) + (4) + 6 + (1) + 1 = 43 Success
Succeeded on craft check: top card of deck is Blessing of Geryon, not an item.
CtD 2: Banish Fuse Grenade 2 (is fire), discard Sunrod (alchemical), recharge Moon Maiden Armor and Sergeant-at-arms, trigger Mindscape and Augustille's bonus, raptor digs deep with a claw, get another blessing
Combat 45: 1d10 + 7 + 4d8 + 2d6 + 1d6 + 1d6 + 1d4 + 1d4 + 6 + 1d4 + 1 + 1d10 ⇒ (10) + 7 + (4, 1, 3, 5) + (4, 3) + (1) + (5) + (3) + (2) + 6 + (1) + 1 + (9) = 65 Success
Victory!
| BR Nathan Davis |
Plunder from Sea Chanty: 1d6 ⇒ 5 Ally
5-6F: DREAM DUEL
Development:
You take control of the Dimension of Dreams one last time. As Akinaru gasps and wheezes, even his immortal voidlord body has been broken beyond repair.
“I always knew it would be you,” he says. “I saw it in a sudden vision in the jungle, a storm of endless possibilities in the wake of my shattered ward, a thousand futures at once, maddening. End it.”
You pause, and you watch as Akinaru’s spirit begins to drift away out of his body.
“No, please, end me! If you don’t, I’ll become just like all the other punished kami, disembodied and helpless forever. Let me die!”
With his end in your hands, you make the right choice.
Rewards:
Scenario: Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. When that character draws her starting hand, she may draw an extra card, then recharge a card.
Character Advancement: Each character gains an experience point and a Hero Point.
Upgrades:
Old Salt (Ally B)
Dindreann (Ally 3)
Mase Darimar (Ally 4)
Baby Triceratops (Ally 6)
Baby Triceratops (Ally 6)
Old Salt (Ally B)
Audessa Reyquio (Ally 4)
Master of the Gales (Ally 6)
Lady Cerise Bloodmourn (Ally 4)
Albatross (Ally 5)
Mogmurch (Ally P)
Ederleigh Baines (Ally 4)
Tessa Fairwind (Ally 3)
Slip (Ally 3)
Reflecting Buckler (Armor 5)
Besmaran Vestments (Armor 3)
Blessing of Gozreh (Blessing B)
Blessing of Geryon (Blessing 6)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Gozreh (Blessing B)
Blessing of Geryon (Blessing 6)
Blessing of the Gods (Blessing B)
Blessing of Gozreh (Blessing C)
Blessing of Cayden Cailean (Blessing B)
Blessing of Erastil (Blessing B)
Blessing of Besmara (Blessing 1)
Blessing of Achaekek (Blessing B)
Blessing of Erastil (Blessing B)
Wizard's Hook (Item 5)
Potion of Flying (Item 3)
Potion of the Ocean (Item 3)
Dimension Leap (Spell 3)
Control Weather (Spell 4)
Vomit Twin (Spell P)
Holy Feast (Spell 4)
Telekinesis (Spell 4)
Venomous Pike +2 (Weapon 6)
Enervating Pistol +3 (Weapon 6)
Saltbox (Weapon 4)