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

Game Master Nathan Davis

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

Shared Tracker (Hands/Loot/Ships/Summons)

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

RULES: SHIPS:

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

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

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

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

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

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

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

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

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

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

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

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


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

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

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

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


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

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

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

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


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

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

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

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


    5) Truewind
    Spoiler:
    Ship B
    Class 1

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

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

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


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

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

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

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


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

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

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

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


    8) Dominator
    Spoiler:
    Ship B
    Class 6

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

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

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


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

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Strength
    4

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


    10) Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

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

    Check to Repair
    Craft
    7

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


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

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

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

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

    Check to Repair
    Craft 6

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


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

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

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

    Check to Repair
    Craft
    6

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


    13) Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


    14) Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

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

    Check to Repair
    Craft
    6

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


    16) Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

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


    17) Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

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

    Check to Repair
    Craft
    7

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


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

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

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

    Check to Repair
    Craft
    8

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


    20) Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

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

    Check to Repair
    Craft
    7

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


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

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    12

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Intelligence
    Arcane
    Craft
    6
    OR
    Wisdom
    Survival
    12

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

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

    Check to Repair
    Arcane
    Craft
    6

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


    23) Abrogail's Fury
    Spoiler:

    Ship 6
    Class 6

    Check to Defeat
    Dexterity
    Ranged
    13
    OR
    Wisdom
    Survival
    11

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

    Check to Repair
    Craft
    8

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


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

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

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

    Check to Repair
    Craft
    9

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


Summoned Henchmen:

The Ancient Mariner
Spoiler:

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

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

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


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

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


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

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


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

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


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

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


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

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


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

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


Scurvy Zombie
Spoiler:

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

Sea Devil
Spoiler:

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

Shipwreck
Spoiler:

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


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During This Adventure: During this Adventure Path: Use the Feathered Devil as your ship.

Feathered Devil

Spoiler:

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

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

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


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.

During This Scenario: At the start of the scenario, your ship is wrecked.

When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.

After you encounter or banish the henchman Hirgenzosk, shuffle it into a random open location deck.

Additional Rules: Story Banes

Villain: Sea Devil Prince
Henchmen (Closing): Hirgenzosk (Non-Closing), Sea Devils

Sea Devil Prince:

Villain
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil. If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!" -Sea Devil Prince

Hirgenzosk:

Henchman
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship. If Hirgenzosk would be defeated, he is undefeated.

Sea Devil:

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

Scenario Level (#): 2

Turn: 6, Seltyiel/MauveAvenger

Random Cards:

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

Spoiler:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.

Spoiler:
Saltwater Ogre
SS
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Spoiler:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Spoiler:
Swamp Ghoul
SS
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

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

Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

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

Spoiler:
Pirate Hunting
SS
Barrier C
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Weapons
Spoiler:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Cutlass +1
SS
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Longbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. 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 to any combat check at another location.

Spoiler:
Pistol +1
SS
Weapon C
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Falcata
SS
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spells
Spoiler:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.

Spoiler:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Fear
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Aid
SS
Spell B
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Stanching Buckler
SS
Armor 2
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

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

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

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

Spoiler:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

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

Spoiler:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Spoiler:
Old Salt's Bandana
SS
Item B
Traits:
Accessory
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 4
Reveal this card to add the Swashbuckling trait to your check.

Allies
Spoiler:
Heartbreak Hinsin
SS
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Acolyte
SS
Ally C
Traits:
Human
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Spoiler:
Parrot
SS
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Spoiler:
Parrot
SS
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 1 Maznar/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 2 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Damiel/Iceman91:
Spoiler:
Hourglass Card 3 Damiel/Iceman91
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 4 Jirelle/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Ak/NathanDavis:
Spoiler:
Hourglass Card 5 Ak/NathanDavis
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 6 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 7 Maznar/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 8 Augustille/AbrahamZ.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Damiel/Iceman91:
Spoiler:
Hourglass Card 9 Damiel/Iceman91
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 10 Jirelle/eddiephlash
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Ak/NathanDavis:
Spoiler:
Hourglass Card 11 Ak/NathanDavis
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 12 Seltyiel/MauveAvenger
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 13 Maznar/Bigguyinblack
Blessing of Erastil
SS
Blessing C
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 14 Augustille/AbrahamZ.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Damiel/Iceman91:
Spoiler:
Hourglass Card 15 Damiel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 16 Jirelle/eddiephlash
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Ak/NathanDavis:
Spoiler:
Hourglass Card 17 Ak/NathanDavis
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 18 Seltyiel/MauveAvenger
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 19 Maznar/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 20 Augustille/AbrahamZ.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Damiel/Iceman91:
Spoiler:
Hourglass Card 21 Damiel/Iceman91
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 22 Jirelle/eddiephlash
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Ak/NathanDavis:
Spoiler:
Hourglass Card 23 Ak/NathanDavis
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 24 Seltyiel/MauveAvenger
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None

Cannibal Isle Card 1:
Surgeon
SS
Ally B
Traits:
Human
Surgeon
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Cannibal Isle Card 2:
Blood Moon Pirate
SS
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Cannibal Isle Card 3:
Dolphin
SS
Ally B
Traits:
Animal
Aquatic
Elite
To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.
Cannibal Isle Card 4:
Sea Devil Prince
SS
Villain 2
Type: Monster
Traits:
Merfolk
Aquatic
Mutant
To Defeat:
Combat 14
THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!"
-Sea Devil Prince

Cannibal Isle Card 5:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Cannibal Isle Card 6:
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Cannibal Isle Card 7:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song

Cannibal Isle Card 8:
Bunyip
SS
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
Cannibal Isle Card 9:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Cannibal Isle Card 10:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #2: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Lonely Island Card 1:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 2:
Spyglass
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Lonely Island Card 3:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Lonely Island Card 4:
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.
Lonely Island Card 5:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Lonely Island Card 6:
Harpoon
SS
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Lonely Island Card 7:
Blunderbuss
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Lonely Island Card 8:
Goose in the Rigging
SS
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Lonely Island Card 9:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Lonely Island Card 10:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Location #3: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mancatcher Cove Card 1:
Ghost
SS
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
Mancatcher Cove Card 2:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Mancatcher Cove Card 3:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Mancatcher Cove Card 4:
Scalawag
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
Mancatcher Cove Card 5:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Mancatcher Cove Card 6:
Zul
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Mancatcher Cove Card 7:
Dodo
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.
Mancatcher Cove Card 8:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Mancatcher Cove Card 9:
Throwing Axe
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Mancatcher Cove Card 10:
Sea Cat
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12
Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

Location #4: Mangrove Swamp
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Shark Island Card 1:
Bull Shark
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Shark Island Card 2:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Shark Island Card 3:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Shark Island Card 4:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Shark Island Card 5:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Shark Island Card 6:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Shark Island Card 7:
Blackcloth Armor
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shark Island Card 8:
Crocodile
SS
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_
Shark Island Card 9:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Shark Island Card 10:
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #6: Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Maznar/Bigguyinblack, Augustille/AbrahamZ., Damiel/Iceman91, Jirelle/eddiephlash, Ak/NathanDavis, Seltyiel/MauveAvenger, None
Rocky Cliff Card 1 (Constrictor Snake):
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Rocky Cliff Card 2 (Hirgenzosk):
Hirgenzosk
SS
Henchman B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.
Rocky Cliff Card 3:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Rocky Cliff Card 4:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Rocky Cliff Card 5:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Rocky Cliff Card 6:
Aid
SS
Spell B
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Rocky Cliff Card 7:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Location #7: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay Card 1:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 2:
Chanty Singer
SS
Ally B
Traits:
Half-Elf
Bard
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Tempest Cay Card 3:
Shackles Pirate
SS
Monster C
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Tempest Cay Card 4:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Tempest Cay Card 5:
Magic Wooden Armor
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 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.
Tempest Cay Card 6:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.
Tempest Cay Card 7:
Old Salt
SS
Ally C
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Tempest Cay Card 8:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Tempest Cay Card 9:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Tempest Cay Card 10:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Location #8: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: None
Holy Isle Card 1:
Illuminate
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Holy Isle Card 2:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Holy Isle Card 3:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.
Holy Isle Card 4:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Holy Isle Card 5:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Holy Isle Card 6:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Holy Isle Card 7:
Scalawag
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
Holy Isle Card 8:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 9:
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.
Holy Isle Card 10:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Keen Falcata +1
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Plunder Pile Card 2:
Jellyfish Cape
SS
Item 2
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.

Location #10: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Alchemist / Alchemy / Ranged | Deck Handler

Pirate Entertainments
Lizard lips, banish Blast Stone
Ranged 7+2=9: 1d8 + 2 + 1d4 + 2d4 ⇒ (3) + 2 + (2) + (3, 3) = 13 Success
Only by 4 - not in the lead

End of Ak's turn, Blast Stone is recharged.


Deck Handler

Pirates!
Fort 7: 1d6 + 2 + 1d4 ⇒ (5) + 2 + (1) = 8 Success!


Deck Handler

fortitude 7 +2 vs Pirate Entertainment revealing an animal: 1d8 + 1d4 + 1 ⇒ (6) + (3) + 1 = 10


Deck Handler

Ack! I apparently missed the veteran effect, so I failed. Take 2 combat damage, but recharge Cutlass to reduce to 0.

Jirelle wrote:

Hand: Cutlass, Sage's Journal, Dandy Brute, Shining Wayfinder,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
Shirt reroll available.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dredge, Blessing of Milani, Bloodcrow Rapier, Marianix Karn, Blessing of the Spy, Fencer, Blessing of Abadar, Rapier, Patrician's Armor
Recharged: Captain's Cutlass,
Discard Pile: Blessing of Besmara, Blessing of Erastil,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
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.


Deck Handler

Turn Order: Maznar, Augustille, Damiel, Jirelle, Ak, Seltyiel
Out of Turn Updates: Encounter Pirate Entertainments

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

Strength 7+2=9: 1d8 + 1d4 ⇒ (6) + (3) = 9

Defeated.

Turn: Turn 6 - Blessing of Achaekek

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

SOT: N/a

Move: Move to Cannibal Isle

Explore: Surgeon

Surgeon:
Surgeon
SS
Ally B
Traits:
Human
Surgeon
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.

Charisma 6: 1d6 + 1d4 ⇒ (5) + (2) = 7

Acquired. Will discard to explore again.

Explore 2: Blood Moon Pirate

Blood Moon Pirate:
Blood Moon Pirate
SS
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

Reveal Gallivance to do Melee+1d6+1.

Combat 13: 1d8 + 3 + 1d6 + 1 + 1d4 ⇒ (7) + 3 + (2) + 1 + (2) = 15

Defeated. Discard Blessing of the Gods to Explore again.

Explore 3: Dolphin

Dolphin:
Dolphin
SS
Ally B
Traits:
Animal
Aquatic
Elite
To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Will bury Rapier to roll Intelligence die instead of Survival.

Survival 8: 1d8 + 1d4 ⇒ (5) + (2) = 7

Not acquired. Will use Wand of Detect Magic to examine top card of deck.

Examine 4: Sea Devil Prince

Sea Devil Prince:
Sea Devil Prince
SS
Villain 2
Type: Monster
Traits:
Merfolk
Aquatic
Mutant
To Defeat:
Combat 14
THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!"
-Sea Devil Prince

End Turn: Reset Hand.

Recovery:

-Wand of Detect Magic: Arcane 6: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (3) = 13

Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil
Maznar, Damiel, Jirelle, Augustille, Ak, Seltyiel - Cannibal Isle 4-10 remain // 4: Sea devil prince (villain)
Lonely Island 1-10 remain
Mancatcher Cove 1-10 remain
Mangrove Swamp CLOSED
Shark Island 1-10 remain
Rocky Cliff 1-7 remain // 1: Constrictor Snake, 2: Hirgenzosk (avoid this location as long as possible)
Tempest Cay 1-10 remain
Holy Isle 1-10 remain

Seltyiel wrote:

Hand: Gallivance, Longsword, Acid Splash, Lightning Touch, Blessing of Abraxas,

Displayed:
Deck: 9 Discard: 2 Buried: 1
Current Location: Cannibal Isle
Hero Points: 2
5-2A Reroll: unused
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of the Gods 2, Blessing of the Spellbound, Scimitar +1, Apprentice, Blackjacket, Fire Snake, Clinging Venom
Recharged: Wand of Detect Magic,
Discard Pile: Surgeon (acq), Blessing of the Gods,
Buried Pile: Rapier,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile.


Augustille wins Pirate Entertainments and gets a plunder in hand
Plunder: 1d6 ⇒ 6 Based on Augustille's sheet, Allies are in high demand so choosing ally
Draw Heartbreak Hinsin from random.


During This Adventure: During this Adventure Path: Use the Feathered Devil as your ship.

Feathered Devil

Spoiler:

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

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

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


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.

During This Scenario: At the start of the scenario, your ship is wrecked.

When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.

After you encounter or banish the henchman Hirgenzosk, shuffle it into a random open location deck.

Additional Rules: Story Banes

Villain: Sea Devil Prince
Henchmen (Closing): Hirgenzosk (Non-Closing), Sea Devils

Sea Devil Prince:

Villain
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil. If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!" -Sea Devil Prince

Hirgenzosk:

Henchman
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship. If Hirgenzosk would be defeated, he is undefeated.

Sea Devil:

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

Scenario Level (#): 2

Turn: 7, Maznar/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Owlbeartross
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.

Spoiler:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.

Spoiler:
Comozant Wyrd
SS
Monster C
Traits:
Outsider
Elemental
Incorporeal
Elite
To Defeat:
Combat 10
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Spoiler:
Vine Choker
SS
Monster 1
Traits:
Aberration
Plant
Elite
To Defeat:
Combat 10
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Spoiler:
Reefclaw
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

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

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

Spoiler:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

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

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

Weapons
Spoiler:
Fire Lance
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

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

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


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

Spoiler:
Repelling Pike +1
SS
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

Spells
Spoiler:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Illuminate
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Hydraulic Push
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Fear
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
Magic Chain Shirt
SS
Armor C
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Stanching Buckler
SS
Armor 2
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

Items
Spoiler:
Old Salt's Bandana
SS
Item B
Traits:
Accessory
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 4
Reveal this card to add the Swashbuckling trait to your check.

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

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

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

Spoiler:
Liquid Ice
SS
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

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

Spoiler:
Parrot
SS
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Spoiler:
Acolyte
SS
Ally B
Traits:
Human
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

Spoiler:
Tidepool Dragon
SS
Ally 1
Traits:
Dragon
Aquatic
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 1 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Damiel/Iceman91:
Spoiler:
Hourglass Card 2 Damiel/Iceman91
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 3 Jirelle/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Ak/NathanDavis:
Spoiler:
Hourglass Card 4 Ak/NathanDavis
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 5 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 6 Maznar/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 7 Augustille/AbrahamZ.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Damiel/Iceman91:
Spoiler:
Hourglass Card 8 Damiel/Iceman91
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 9 Jirelle/eddiephlash
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Ak/NathanDavis:
Spoiler:
Hourglass Card 10 Ak/NathanDavis
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 11 Seltyiel/MauveAvenger
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 12 Maznar/Bigguyinblack
Blessing of Erastil
SS
Blessing C
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 13 Augustille/AbrahamZ.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Damiel/Iceman91:
Spoiler:
Hourglass Card 14 Damiel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 15 Jirelle/eddiephlash
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Ak/NathanDavis:
Spoiler:
Hourglass Card 16 Ak/NathanDavis
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 17 Seltyiel/MauveAvenger
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 18 Maznar/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 19 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 19 Augustille/AbrahamZ.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Damiel/Iceman91:
Spoiler:
Hourglass Card 20 Damiel/Iceman91
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 21 Jirelle/eddiephlash
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Ak/NathanDavis:
Spoiler:
Hourglass Card 22 Ak/NathanDavis
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 23 Seltyiel/MauveAvenger
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Maznar/Bigguyinblack, Augustille/AbrahamZ., Damiel/Iceman91, Jirelle/eddiephlash, Ak/NathanDavis, Seltyiel/MauveAvenger, None

Cannibal Isle Card 1 (Sea Devil Prince):
Sea Devil Prince
SS
Villain 2
Type: Monster
Traits:
Merfolk
Aquatic
Mutant
To Defeat:
Combat 14
THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!"
-Sea Devil Prince

Cannibal Isle Card 2:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Cannibal Isle Card 3:
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Cannibal Isle Card 4:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song

Cannibal Isle Card 5:
Bunyip
SS
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
Cannibal Isle Card 6:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Cannibal Isle Card 7:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #2: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Lonely Island Card 1:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Lonely Island Card 2:
Spyglass
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Lonely Island Card 3:
Instant Armor
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Lonely Island Card 4:
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.
Lonely Island Card 5:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Lonely Island Card 6:
Harpoon
SS
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Lonely Island Card 7:
Blunderbuss
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Lonely Island Card 8:
Goose in the Rigging
SS
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Lonely Island Card 9:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Lonely Island Card 10:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Location #3: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mancatcher Cove Card 1:
Ghost
SS
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
Mancatcher Cove Card 2:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Mancatcher Cove Card 3:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Mancatcher Cove Card 4:
Scalawag
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
Mancatcher Cove Card 5:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Mancatcher Cove Card 6:
Zul
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Mancatcher Cove Card 7:
Dodo
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.
Mancatcher Cove Card 8:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Mancatcher Cove Card 9:
Throwing Axe
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Mancatcher Cove Card 10:
Sea Cat
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12
Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

Location #4: Mangrove Swamp
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Shark Island Card 1:
Bull Shark
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Shark Island Card 2:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Shark Island Card 3:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Shark Island Card 4:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Shark Island Card 5:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Shark Island Card 6:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Shark Island Card 7:
Blackcloth Armor
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shark Island Card 8:
Crocodile
SS
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_
Shark Island Card 9:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Shark Island Card 10:
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #6: Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Rocky Cliff Card 1 (Constrictor Snake):
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Rocky Cliff Card 2 (Hirgenzosk):
Hirgenzosk
SS
Henchman B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.
Rocky Cliff Card 3:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Rocky Cliff Card 4:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Rocky Cliff Card 5:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Rocky Cliff Card 6:
Aid
SS
Spell B
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Rocky Cliff Card 7:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Location #7: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Tempest Cay Card 1:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 2:
Chanty Singer
SS
Ally B
Traits:
Half-Elf
Bard
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Tempest Cay Card 3:
Shackles Pirate
SS
Monster C
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Tempest Cay Card 4:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Tempest Cay Card 5:
Magic Wooden Armor
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 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.
Tempest Cay Card 6:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.
Tempest Cay Card 7:
Old Salt
SS
Ally C
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Tempest Cay Card 8:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Tempest Cay Card 9:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Tempest Cay Card 10:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Location #8: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: None
Holy Isle Card 1:
Illuminate
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Holy Isle Card 2:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Holy Isle Card 3:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.
Holy Isle Card 4:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Holy Isle Card 5:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Holy Isle Card 6:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Holy Isle Card 7:
Scalawag
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
Holy Isle Card 8:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 9:
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.
Holy Isle Card 10:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Keen Falcata +1
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Plunder Pile Card 2:
Jellyfish Cape
SS
Item 2
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.

Location #10: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler

Blessing of the Gods in effect.

Pass Musket +1 to Damiel. Cast Revitalize healing everyone for 1.

Move alone to Lonely Island.

Lonely Island Card 1: Sea Devil:

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

Awkward.

combat 13 revealing Scythe (Core), revealing an animal, aided by location power, discarding Blessing of Pharasma to bless: 2d8 + 1d10 + 1d4 + 1d4 ⇒ (3, 1) + (7) + (2) + (4) = 17

Banish Frilled Lizard to close. Draw and recharge random ally #1 Royster McCleagh. Display Magic Hide Armor.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Revitalize: Divine 8: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (2) = 15 -> Revitalize recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Fireblade, Crow (Core), Scythe (Core), Cure, Blessing of the Gods 3, Blessing of Gorum, Divine Insight,

Displayed: Magic Hide Armor,
Deck: 7 Discard: 3 Buried: 0
"Current Location: Lonely Island
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

Divine Insight: On any check to defeat a barrier, banish to add 2d6.

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 the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mastiff, Sacred Candle, Blessing of the Gods 2, Blessing of the Gods 1, Holy Light (Core)
Recharged: Royster McCleagh, Revitalize,
Discard Pile: Falcata +1 #1, Falcata +1 #2, Blessing of Pharasma,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2

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

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury 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 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Lonely Island is closed. Maznar is alone there.

Everyone was healed for 1.

Acquired random ally #1 Royster McCleagh.


Deck Handler

Botting Augustille Off turn draw Heartbreak Hinsin. Heal for 1.

Blessing of the Gods in effect.

Discard Repelling Pike +1 to power feat. Examine Sea Devil Prince and Shark Island card 1 Bull Shark.

Move to Holy Isle bringing everyone with me.

Holy Isle Card 1: Illuminate:

SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

divine 6: 1d10 + 3 ⇒ (8) + 3 = 11

Discard Heartbreak Hinsin to explore.

Holy Isle Card 2: Blessing of Gozreh:

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

divine 5: 1d10 + 3 ⇒ (5) + 3 = 8

Discard Pharasma's Knowing to draw 2 cards: Sacred Candle and Divine Insight. Recharge 2 cards: Sands of the Hour and Illuminate. Explore.

Holy Isle Card 3: Sphere of Fire:

SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

divine 7 discarding Blessing of Gozreh to bless: 2d10 + 3 ⇒ (6, 6) + 3 = 15

Location effect free explore.

Holy Isle Card 4: Large Chest:

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

strength 10 +2 casting Divine Insight: 1d10 + 2d6 ⇒ (2) + (2, 3) = 7

Banish it.

Augustille ends turn. Heal for 1.

Augustille attempts to recover all cards in Recovery pile.
Divine Insight: Craft 8: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (2) = 15 -> Divine Insight recharged discarded.

Augustille resets hand.

Augustille wrote:

Hand: Harrowstrike, Holy Light, Blessing of Pharasma, Sphere of Fire, Sacred Candle, Find Traps, Magic Eye,

Displayed:
Deck: 11 Discard: 3 Buried: 0
"Hero Points: 1
Tshirt Reroll: Available"
"NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Illuminate, Heartbreak Hinsin, Flame Staff (Core), Card Caster, Shark Skin Armor, Cure (Core), Sands of the Hour, Acolyte (Core), Prayer, Orison
Recharged: Divine Insight,
Discard Pile: Repelling Pike +1, Pharasma's Knowing, Blessing of Gozreh,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Divine | Healing
POWERS (Role: none yet):
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, if there is another local character, you may discard a card to evade; another local character encounters the card. ([ ] Add 1d4 to checks to defeat the card during the rest of the encounter.)
When you are dealt Acid or Fire damage, increase it by 1.
At the end of your turn, heal a card ([ ] or a Divine card).
"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.

"Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil

Notes for Augustille: Heal for 1
Notes for Damiel: Heal for 1
Notes for Jirelle: Heal for 1
Notes for Ak: Heal for 1
Notes for Seltyiel: Heal for 1
Cannibal Isle 1-7 remain // 1: Sea devil prince (villain)
Maznar - Lonely Island CLOSED
Mancatcher Cove 1-10 remain
Mangrove Swamp CLOSED
Shark Island 1-10 remain // 1. Bull Shark
Rocky Cliff 1-7 remain // 1: Constrictor Snake, 2: Hirgenzosk (non-closing henchman)
Tempest Cay 1-10 remain
Damiel, Jirelle, Augustille, Ak, Seltyiel - Holy Isle 5 - 10 remain"


Alchemist / Alchemy / Ranged | Deck Handler

Off-turn: receive Musket, heal Prayer, move to Holy Isle

Damiel's turn
Hour of Gorum

Move (with Ak) to Mancatcher Cove

Free explore of #1: Ghost

Spoiler:
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Reveal Musket, reveal Embalming Fluid, trigger adventure ability
Combat 12: 1d8 + 2 + 1d10 + 1 + 2 + 1d4 ⇒ (3) + 2 + (3) + 1 + 2 + (2) = 13 Success
Embalming Fluid: Craft 7: 1d10 + 4 ⇒ (8) + 4 = 12 safe
Musket: 1d12 ⇒ 4 still working

Discard BotE to explore #2: Sea Devil

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

Reveal Seeking Harpoon (trigger Aquatic), reveal Embalming Fluid
Combat 13: 1d8 + 2 + 1d6 + 1 + 1d8 + 2 ⇒ (5) + 2 + (4) + 1 + (6) + 2 = 20 Success
Embalming Fluid: Craft 7: 1d10 + 4 ⇒ (4) + 4 = 8 safe

Close location: Sea Devil
Reveal Seeking Harpoon (trigger Aquatic), reveal Embalming Fluid
Combat 13: 1d8 + 2 + 1d6 + 1 + 1d8 + 2 ⇒ (2) + 2 + (1) + 1 + (1) + 2 = 9 Oof, hero point...
Combat 13: 1d8 + 2 + 1d6 + 1 + 1d8 + 2 ⇒ (2) + 2 + (3) + 1 + (8) + 2 = 18 Success
Embalming Fluid: Craft 7: 1d10 + 4 ⇒ (5) + 4 = 9 safe

WPC: Final Cove check
Con 6: 1d8 ⇒ 4 Fail - bury Musket

End turn

Damiel wrote:

Hand: Seeking Harpoon +1, Immolate (Core), Corrosion, Alchemist's Fire 1, Embalming Fluid, Clockwork Servant,

Displayed:
Deck: 9 Discard: 3 Buried: 1
Hero Points: 1
Used Accessory re-roll: N
NOTES:
Available Support: Immolate and Corrosion are available, plus Damiel's ability.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blast Stone (Core), Acid Flask#Classic, Elixir of Love, Alchemist's Fire 2, Laboratory Coat, Prayer, Longbow (Core), Blessing of the Elements 2, Elixir of Energy Resistance
Recharged:
Discard Pile: Blessing of Erastil, Besmaran Priest, Blessing of the Elements 1,
Buried Pile: Musket +1,

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

Favored Card: Item
Hand Size: 6 ☐ 7
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 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 make a Survival check, you may bury a boon to roll your Intelligence die instead.
Add 1d4 to your checks against banes that have the Undead trait.
Bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil

Notes for Augustille: Heal for 1

Notes for Jirelle: Heal for 1
Notes for Ak: Heal for 1
Notes for Seltyiel: Heal for 1
Cannibal Isle 1-7 remain // 1: Sea devil prince (villain)
Maznar - Lonely Island CLOSED
Damiel, Ak - Mancatcher Cove CLOSED
Mangrove Swamp CLOSED
Shark Island 1-10 remain // 1. Bull Shark
Rocky Cliff 1-7 remain // 1: Constrictor Snake, 2: Hirgenzosk (non-closing henchman)
Tempest Cay 1-10 remain
Jirelle, Augustille, Seltyiel - Holy Isle 5 - 10 remain


Deck Handler

Off turn, heal 1: Blessing of Erastil. Start turn, hour is BotG. Stay at Holy Isle. Explore card 5: Barefoot Samms Toppin.
Cha 8: 1d8 ⇒ 5 oh well.

Recharge Shining Wayfinder to move to Tempest Cay. Examine top 2 cards: Sea Devil, Chanty Singer. No free encounter, and I'm not great at closing, so we'll hold off for now.

End turn. Reset hand, drawing 2.

Jirelle wrote:

Hand: Cutlass, Sage's Journal, Dandy Brute, Bloodcrow Rapier, Patrician's Armor,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
Shirt reroll available.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Captain's Cutlass, Fencer, Marianix Karn, Blessing of Erastil, Dredge, Blessing of Abadar, Rapier, Blessing of the Spy, Blessing of Milani
Recharged: Shining Wayfinder,
Discard Pile: Blessing of Besmara,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
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.

Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil

Notes for Augustille: Heal for 1

Notes for Ak: Heal for 1
Notes for Seltyiel: Heal for 1
Cannibal Isle 1-7 remain // 1: Sea devil prince (villain)
Maznar - Lonely Island CLOSED
Damiel, Ak - Mancatcher Cove CLOSED
Mangrove Swamp CLOSED
Shark Island 1-10 remain // 1. Bull Shark
Rocky Cliff 1-7 remain // 1: Constrictor Snake, 2: Hirgenzosk (non-closing henchman)
Tempest Cay 1-10 remain // 1: Sea Devil (closing hench), 2: Chanty Singer
Jirelle, Augustille, Seltyiel - Holy Isle 6 - 10 remain


Deck Handler // Searching for: Blessing 6

Off turn, heal Blessing of the Gobs 2
Seltyiel moves with Jirelle

Hour of Cayden Cailean

Start of turn, Fortitude 6: 1d8 + 3 ⇒ (5) + 3 = 8 Success!

Give Card to Damiel: Potion of Heroism
Move to Shark Island. Leave Damiel at Mancatcher Cove


Free explore and encounter Crocodile
Reveal and bury Musket

Combat 13: 1d8 + 2d10 ⇒ (6) + (10, 1) = 17 Banished!

Discard Surgeon to explore and encounter Blackcloth Armor

Fortitude 6: 1d8 + 3 ⇒ (4) + 3 = 7 Acquired!

Discard Blessing of the Samurai to explore and encounter Pistol +1

Dexterity 8: 1d8 ⇒ 2 Banished!

Banish Potion of Healing

Heal Cards: 1d4 ⇒ 3 Heal all three cards!

End of turn, keep hand size at 6.

On reset, recharge Blackcloth Armor

After sharing a new beverage with Damiel, Ak sails off to an island of sharks to look for a meal. He finds a shark with leathery skin and four legs. Loading his new musket with nails and garbage, he blasts the strange shark into bite-sized pieces.

After having a snack, Ak finds a functional black jacket on nearby corpse that must have been the leggy shark's last victim. He picks up a pistol gripped by the skeleton, but it was clearly bitten in half by shark and was rendered useless.

Satisfied by his venture, Ak kicks back with a brew and waits for the next shark to come. Bows, Arrows, and a Hammer at the ready.

Ak wrote:

Hand: Force Shortbow +1, Earthbreaker, Shortbow, Stalking Armor, Flight Arrows, Blessing of the Samurai 3,

Displayed:
Current Location: Shark Island

Deck: 10 Discard: 0 Buried: 1
NOTES:
Available Support: Blessing Available

Shortbow or Flight Arrows: Discard 1d6 Combat
Other: Hero Point: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gobs 1, Blessing of the Samurai 1, Thieves' Tools (Classic), Surgeon, Blessing of Lamashtu, Blessing of the Gobs 2, Xoff, Blessing of the Samurai 2, Gambeson
Recharged: Blackcloth Armor,
Discard Pile:
Buried Pile: Musket,

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

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☐ or 1 or 7) 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.)

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

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

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:

Board Status

Current Ship: Feathered Devil

Notes for Seltyiel: Heal for 1
Cannibal Isle 1-7 remain // 1: Sea devil prince (villain)
Maznar - Lonely Island CLOSED
Damiel - Mancatcher Cove CLOSED
Mangrove Swamp CLOSED
Ak - Shark Island 1-7 remain
Rocky Cliff 1-7 remain // 1: Constrictor Snake, 2: Hirgenzosk (non-closing henchman)
Jirelle, Seltyiel - Tempest Cay 1-10 remain // 1: Sea Devil (closing hench), 2: Chanty Singer
Augustille - Holy Isle 1-5 remain


During This Adventure: During this Adventure Path: Use the Feathered Devil as your ship.

Feathered Devil

Spoiler:

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

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

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


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.

During This Scenario: At the start of the scenario, your ship is wrecked.

When a monster that has the Merfolk trait is undefeated, your ship is dealt 1d6 Structural damage.

After you encounter or banish the henchman Hirgenzosk, shuffle it into a random open location deck.

Additional Rules: Story Banes

Villain: Sea Devil Prince
Henchmen (Closing): Hirgenzosk (Non-Closing), Sea Devils

Sea Devil Prince:

Villain
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil. If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!" -Sea Devil Prince

Hirgenzosk:

Henchman
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship. If Hirgenzosk would be defeated, he is undefeated.

Sea Devil:

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

Scenario Level (#): 2

Turn: 12, Seltyiel/MauveAvenger

Random Cards:

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

Spoiler:
Crocodile
SS
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Spoiler:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.

Spoiler:
Saltwater Ogre
SS
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Spoiler:
Scalawag
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

Barriers
Spoiler:
Goose in the Rigging
SS
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

Spoiler:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Spoiler:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Spoiler:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Weapons
Spoiler:
Dragon Pistol
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Spoiler:
Dragon Pistol +1
SS
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.

Spoiler:
Blunderbuss
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Throwing Axe
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

Spoiler:
Call Weapon
SS
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
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 6 check to recharge this card instead of discarding it.

Spoiler:
Fear
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Aid
SS
Spell B
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
Stanching Buckler
SS
Armor 2
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

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

Spoiler:
Magic Chain Shirt
SS
Armor C
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Ring of Wave Walking
SS
Item 1
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Spoiler:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

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

Spoiler:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

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

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

Spoiler:
Dodo
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Spoiler:
Giffer Tibbs
SS
Ally B
Traits:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Spoiler:
Snow Leopard
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 1 Maznar/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 2 Augustille/AbrahamZ.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Damiel/Iceman91:
Spoiler:
Hourglass Card 3 Damiel/Iceman91
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 4 Jirelle/eddiephlash
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Ak/NathanDavis:
Spoiler:
Hourglass Card 5 Ak/NathanDavis
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 6 Seltyiel/MauveAvenger
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 7 Maznar/Bigguyinblack
Blessing of Erastil
SS
Blessing C
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 8 Augustille/AbrahamZ.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Damiel/Iceman91:
Spoiler:
Hourglass Card 9 Damiel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 10 Jirelle/eddiephlash
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Ak/NathanDavis:
Spoiler:
Hourglass Card 11 Ak/NathanDavis
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 12 Seltyiel/MauveAvenger
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 13 Maznar/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 14 Augustille/AbrahamZ.
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Damiel/Iceman91:
Spoiler:
Hourglass Card 15 Damiel/Iceman91
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 16 Jirelle/eddiephlash
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Ak/NathanDavis:
Spoiler:
Hourglass Card 17 Ak/NathanDavis
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 18 Seltyiel/MauveAvenger
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Cannibal Isle Card 1 (Sea Devil Prince):
Sea Devil Prince
SS
Villain 2
Type: Monster
Traits:
Merfolk
Aquatic
Mutant
To Defeat:
Combat 14
THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
"I smell your blood in the water, shorwalkers! Time to bleed some more!"
-Sea Devil Prince

Cannibal Isle Card 2:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Cannibal Isle Card 3:
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Cannibal Isle Card 4:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song

Cannibal Isle Card 5:
Bunyip
SS
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
Cannibal Isle Card 6:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Cannibal Isle Card 7:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #2: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Maznar/Bigguyinblack, None

Location #3: Mancatcher Cove
Closed
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/Iceman91, None

Location #4: Mangrove Swamp
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 4 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ak/NathanDavis, None

Shark Island Card 1:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Shark Island Card 2:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Shark Island Card 3:
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Shark Island Card 4:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Shark Island Card 5:
Giant Wasp
SS
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Shark Island Card 6:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Shark Island Card 7:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Rocky Cliff Card 1 (Constrictor Snake):
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Rocky Cliff Card 2 (Hirgenzosk):
Hirgenzosk
SS
Henchman B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.
Rocky Cliff Card 3:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Rocky Cliff Card 4:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Rocky Cliff Card 5:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Rocky Cliff Card 6:
Aid
SS
Spell B
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Rocky Cliff Card 7:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Location #7: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, Seltyiel/MauveAvenger, None
Tempest Cay Card 1 (Sea Devil):
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Tempest Cay Card 2 (Chanty Singer):
Chanty Singer
SS
Ally B
Traits:
Half-Elf
Bard
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Tempest Cay Card 3:
Shackles Pirate
SS
Monster C
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Tempest Cay Card 4:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Tempest Cay Card 5:
Magic Wooden Armor
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 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.
Tempest Cay Card 6:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.
Tempest Cay Card 7:
Old Salt
SS
Ally C
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Tempest Cay Card 8:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Tempest Cay Card 9:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Tempest Cay Card 10:
Giant Rock Crab
SS
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Location #8: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Augustille/AbrahamZ., None
Holy Isle Card 1:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Holy Isle Card 2:
Scalawag
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
Holy Isle Card 3:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 5:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Keen Falcata +1
SS
Weapon 2
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Plunder Pile Card 2:
Jellyfish Cape
SS
Item 2
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.

Location #10: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler

Turn Order: Maznar, Augustille, Damiel, Jirelle, Ak, Seltyiel
Out of Turn Updates: Heal for 1 - Blessing of the Gods

Turn: Turn 12 - Blessing of the Gods

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

SOT: N/a

Move: Stay at Tempest Cay

Explore: Sea Devil

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

Banish Lightning Touch to Recovery and recharge Longsword to do Arcane+2d4+2d6.

Combat 13: 1d8 + 4 + 2d4 + 2d6 ⇒ (3) + 4 + (2, 1) + (1, 3) = 14

Defeated. Will attempt to close. Discard Blessing of Abraxas to bless check.

Intelligence 7: 2d8 + 1 ⇒ (1, 5) + 1 = 7

Location closed. Move to random other location

Random Location: 1d7 ⇒ 4

Move to Mangrove Swamp

End Turn: Reset Hand.

Recovery:

-Lightning Touch: Arcane 6: 1d8 + 4 ⇒ (4) + 4 = 8

Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil

Notes for Damiel: Given Potion of Heroism

Cannibal Isle 1-7 remain // 1: Sea devil prince (villain)
Maznar - Lonely Island CLOSED
Damiel - Mancatcher Cove CLOSED
Seltyiel - Mangrove Swamp CLOSED
Ak - Shark Island 1-7 remain
Rocky Cliff 1-7 remain // 1: Constrictor Snake, 2: Hirgenzosk (non-closing henchman)
Jirelle - Tempest Cay CLOSED
Augustille - Holy Isle 1-5 remain

Seltyiel wrote:

Hand: Gallivance, Scimitar +1, Acid Splash, Wand of Detect Magic, Blessing of the Gods,

Displayed:
Deck: 9 Discard: 2 Buried: 1
Current Location: Tempest Cay
Hero Points: 2
5-2A Reroll: unused
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Fire Snake, Blackjacket, Blessing of Pharasma, Blessing of the Gods 2, Apprentice, Clinging Venom
Recharged: Longsword, Lightning Touch,
Discard Pile: Surgeon (acq), Blessing of Abraxas,
Buried Pile: Rapier,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile.


Deck Handler

Blessing of the Gods in effect.

Move to Holy Isle.

Holy Isle Card 1: Sea Devil:

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

combat 13 casting Fireblade, revealing an animal, discarding Blessing of the Gods 3 to bless: 2d10 + 2d4 + 1d4 + 4 ⇒ (9, 7) + (3, 3) + (2) + 4 = 28

divine 7 to close revealing an animal: 1d10 + 1d4 + 4 ⇒ (1) + (3) + 4 = 8

On close recharge Blessing of Pharasma and Blessing of the Gods 3 from my discard pile.[/ooc]

cure on Augustille: 1d4 + 1 ⇒ (3) + 1 = 4

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Fireblade: Divine 8: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (3) = 10 -> Fireblade recharged .
Cure: Divine 8: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (2) = 12 -> Cure recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Crow (Core), Scythe (Core), Blessing of Gorum, Divine Insight, Blessing of the Gods 2, Holy Light (Core), Sacred Candle,

Displayed: Magic Hide Armor,
Deck: 8 Discard: 2 Buried: 0
"Current Location: Lonely Island
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

Divine Insight: On any check to defeat a barrier, banish to add 2d6.

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 the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mastiff, Blessing of the Gods 1
Recharged: Royster McCleagh, Revitalize, Blessing of Pharasma, Blessing of the Gods 3, Fireblade, Cure,
Discard Pile: Falcata +1 #1, Falcata +1 #2,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2

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

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury 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 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Holy Isle is closed.

Augustille is healed for 4.

"Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil

Notes for Damiel: Given Potion of Heroism

Cannibal Isle 1-7 remain // 1: Sea devil prince (villain)
Lonely Island CLOSED
Damiel - Mancatcher Cove CLOSED
Seltyiel - Mangrove Swamp CLOSED
Ak - Shark Island 1-7 remain
Rocky Cliff 1-7 remain // 1: Constrictor Snake, 2: Hirgenzosk (non-closing henchman)
Jirelle - Tempest Cay CLOSED
Augustille, Maznar - Holy Isle CLOSED"


Deck Handler // Searching for: Blessing 6

Assuming we bot Augustille to Rocky Cliff and Damiel goes for the Villain, guarding Shark Island

Hammerhead Shark:

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

Shark Fight!:

Display Flight Arrows ahead of time. Reveal Force Shortbow + 1 and discard Flight Arrows
Combat 9+2: 1d8 + 1d6 + 1 + 2d4 ⇒ (8) + (2) + 1 + (4, 2) = 17 Guarded!


Alchemist / Alchemy / Ranged | Deck Handler

Off-turn: receive Potion of Heroism

Damiel's turn
Hour of Gozreh

Move to Cannibal Isle

Display Potion of Heroism

Free explore of #1: Sea Devil Prince
No one else here to fight the Sea Devil.

CtD 1: Reveal Harpoon, reveal Embalming Fluid, discard Alchemist's Fire for ability, get a blessing, heroism
Combat 14: 1d8 + 2 + 1d6 + 1 + 1d8 + 2 + 2d6 + 1d8 + 1d6 ⇒ (2) + 2 + (4) + 1 + (3) + 2 + (5, 5) + (4) + (1) = 29

CtD 1: Reveal Harpoon, reveal Embalming Fluid, discard Embalming Fluid for ability, get a blessing
Combat 17: 1d8 + 2 + 1d6 + 1 + 1d8 + 2 + 2d6 + 1d8 + 1d6 ⇒ (8) + 2 + (5) + 1 + (3) + 2 + (5, 5) + (8) + (6) = 45

We win!


5-2A: THE PATCHWORK PRISON
Development:
You have routed the sea devils, convincing them to seek easier prey. Fortunately, they took their dragon turtle with them. At last, you have the time to make repairs to your ship. The sailors unroll a large sheet of canvas, securing it over the hull damage with wooden wedges. It’s not a permanent solution, but it will do for now.

The unrolled canvas inspires another memory. You suddenly recall where you’ve seen the colored curtains that surround you: on the Hao Jin Tapestry itself, on a particularly motley section of patchwork with tiny lines of colored thread. You’ve been told that fabric of the tapestry itself—its colors and patterns—sometimes reflects the realms within it. You have some records about the tapestry stored in the captain’s quarters. It’s time to look them over to see where you are.

Maybe you can use them to get out of this baffling demiplane.

Rewards:

Scenario: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot. Totem Necklace and 1 character may temporarily replace 1 armor in his deck with the armor Shark Skin Armor.

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

Totem Necklace:

Loot
Type: Item
Traits: Accessory
To Acquire:
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait. Bury this card to draw 1 random item from the box and add it to your hand.

Shark Skin Armor:

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

Character Advancement: Each character gains an experience point and a Hero Point.

Upgrades:
Besmaran Priest (Ally B)
Surgeon (Ally B)
Royster McCleagh (Ally 2)
Heartbreak Hinsin (Ally B)
Shark Skin Armor (Armor 2)
Blackcloth Armor (Armor 2)
Blessing of Gozreh (Blessing B)
Jellyfish Cape (Item 2)
Potion of Heroism (Item 1)
Sphere of Fire (Spell 1)
Illuminate (Spell 1)
Falcata +1 (Weapon 1)
Musket (Weapon B)
Musket +1 (Weapon 2)
Seeking Harpoon +1 (Weapon 2)
Keen Falcata +1 (Weapon 2)
Falcata +1 (Weapon 1)

Ally 2
Armor 22
Blessing -
Item 21
Spell 11
Weapon 2221


5-2B: SECRETS IN DRIFTWOOD

Coruscating sheets of light surround you in this strange, patchwork place. A curtain of orange stretches across the horizon to the northeast, while pale red shimmers to the west and emerald to the south. Certain that you’d seen this pattern of color on the Hao Jin Tapestry itself, you went to the captain’s cabin to consult your records of the Hao Jin Tapestry.

The records were gone.

In fact, the entire sea chest in which you kept notes and relics of the Pathfinder Society was gone. The splintered cabin door, right next to the hastily-repaired hole the sea devils made in your hull, left little doubt as to what occurred: they broke into this cabin and stole the chest. Other valuables were also missing: gold adornments, a magical rapier, and an antique spyglass mounted on the wall. But the loss of the sea chest is what stings the most, as the records there could perhaps tell you not only where you are, but how to escape.

You’re considering how best to go after the sea devils when the tengu Rekkish, your ship’s surgeon, interrupts you. “My friends,” she says in her clipped speech, “I’ve been sent to tell you the patches are leaking. We need supplies for permanent repairs.” You’re a bit surprised the tengu can focus on the ship’s troubles while her woes are so fresh: The sea devils took her brother during the attack, and his body still hasn’t been found. You thank the surgeon and return topside to consider what to do next.

The materials you need can surely be found in the jutting wrecks of the shipwreck graveyard near the shimmering emerald curtain to the south. But the curtain makes the crew uneasy. Unlike the orange curtain, which has small islands before and behind it, and the pale red curtain, which has a larger land mass beyond it, the emerald one is opaque. Any number of terrors could lurk behind it.

Superstition, so common among sailors, has rumors already running rampant. You’d best get into the wrecks, take what you need, and get out... ideally before you find out whether any of those rumors are true.

Starting Plunder: 1d6 ⇒ 1 Weapon

During this Adventure Path: Use the Feathered Devil as your ship.

Feathered Devil

Spoiler:

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

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

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


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.

During This Scenario:
When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.

When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.

When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.

Story Banes

Villain: Whalebone Pilk
Henchmen (Closing): Shipwrecks

Whalebone Pilk:

Villain
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell. If Whalebone Pilk is not the only card in a location deck, he is undefeated.

Deathknell:
Deathknell
Ship 2
Class 7

Check to Defeat
Divine
7
OR
Wisdom
Survival
9

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

Check to Repair
Craft
6

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


Shipwreck:

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

Scurvy Zombie:

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

The Ancient Mariner:

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


Alchemist / Alchemy / Ranged | Deck Handler

Start with the group.

Damiel wrote:

Hand: Longbow (Core), Corrosion, Alchemist's Fire 2, Embalming Fluid, Clockwork Servant, Blessing of the Elements 2,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
Used Accessory re-roll: N
NOTES:
Available Support: Longbow, Corrosion, Servant, and Blessing are available, plus Damiel's ability.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Love, Immolate (Core), Blessing of the Elements 1, Elixir of Energy Resistance, Laboratory Coat, Blessing of Erastil, Alchemist's Fire 1, Blast Stone (Core), Sergeant-at-arms, Prayer, Acid Flask#Classic
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☐ 7
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 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 make a Survival check, you may bury a boon to roll your Intelligence die instead.
Add 1d4 to your checks against banes that have the Undead trait.
Bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


During This Adventure: During this Adventure Path: Use the Feathered Devil as your ship.

Feathered Devil

Spoiler:

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

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

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


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.

During This Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.

When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.

When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.

Additional Rules: Story Banes

Villain: Whalebone Pilk
Henchmen (Closing): Shipwrecks

Whalebone Pilk:

Villain
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell. If Whalebone Pilk is not the only card in a location deck, he is undefeated.

Deathknell:
Deathknell
Ship 2
Class 7

Check to Defeat
Divine
7
OR
Wisdom
Survival
9

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

Check to Repair
Craft
6

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


Shipwreck:

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

Scurvy Zombie:

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

The Ancient Mariner:

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

Scenario Level (#): 2

Turn: 1, Jirelle/eddiephlash

Random Cards:

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

Spoiler:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Spoiler:
Giant Wasp
SS
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Spoiler:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.

Spoiler:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

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

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

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

Spoiler:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Spoiler:
Goose in the Rigging
SS
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

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

Spoiler:
Heavy Crossbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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


Spoiler:
Trident +1
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 10
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.

Spells
Spoiler:
Hydraulic Push
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Aid
SS
Spell B
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Spoiler:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
Magic Chain Shirt
SS
Armor C
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

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

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

Spoiler:
Ring of the Beasts
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Wisdom
Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.

Spoiler:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Allies
Spoiler:
Chanty Singer
SS
Ally B
Traits:
Half-Elf
Bard
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.

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

Spoiler:
Heartbreak Hinsin
SS
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Dolphin
SS
Ally C
Traits:
Animal
Aquatic
Elite
To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Spoiler:
Surgeon
SS
Ally B
Traits:
Human
Surgeon
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 29

Hourglass

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

Location #1: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Fog Bank Card 1:
Sea Cat
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12
Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
Fog Bank Card 2:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Fog Bank Card 3:
Protect
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Fog Bank Card 4:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Fog Bank Card 5:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Fog Bank Card 6:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 7:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Fog Bank Card 8:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Fog Bank Card 9:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Fog Bank Card 10:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

Location #2: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Shipwreck Graveyard Card 1:
Crocodile
SS
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_
Shipwreck Graveyard Card 2:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Shipwreck Graveyard Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Shipwreck Graveyard Card 4:
Blackcloth Armor
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shipwreck Graveyard Card 5:
Spyglass
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Shipwreck Graveyard Card 6:
Cutlass +1
SS
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Shipwreck Graveyard Card 7:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Shipwreck Graveyard Card 8:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Shipwreck Graveyard Card 9:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Shipwreck Graveyard Card 10:
Swamp Ghoul
SS
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
Fire Lance
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Windward Isle Card 2:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song

Windward Isle Card 3:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Windward Isle Card 4:
Goblin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Windward Isle Card 5:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Windward Isle Card 6:
Archer's Bracers
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
Windward Isle Card 7:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Windward Isle Card 8:
Liquid Ice
SS
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Windward Isle Card 9:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Windward Isle Card 10:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Raker Shoals Card 1:
Shock Musket +1
SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity 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.
Raker Shoals Card 2:
Magic Leather Armor
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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.
Raker Shoals Card 3:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Raker Shoals Card 4:
Old Salt's Bandana
SS
Item B
Traits:
Accessory
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 4
Reveal this card to add the Swashbuckling trait to your check.
Raker Shoals Card 5:
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.
Raker Shoals Card 6:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Raker Shoals Card 7:
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Raker Shoals Card 8:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Raker Shoals Card 9:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Raker Shoals Card 10:
Bucket Brigade
SS
Barrier C
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Location #5: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: None
Holy Isle Card 1:
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Holy Isle Card 2:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Holy Isle Card 3:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 5:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Holy Isle Card 6:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Holy Isle Card 7:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Holy Isle Card 8:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 9:
Dodo
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.
Holy Isle Card 10:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Location #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Sea Caves Card 1:
Throwing Axe
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Sea Caves Card 2:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Sea Caves Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Sea Caves Card 4:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Sea Caves Card 5:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.
Sea Caves Card 6:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sea Caves Card 7:
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.
Sea Caves Card 8:
Rosie Cusswell
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 9:
Blood Moon Pirate
SS
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Sea Caves Card 10:
Stanching Buckler
SS
Armor 2
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Tower Card 1:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Tower Card 2:
Harpoon
SS
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Tower Card 3:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tower Card 4:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Tower Card 5:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Tower Card 6:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Tower Card 7:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Tower Card 8:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Tower Card 9:
Whalebone Pilk
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Tower Card 10:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Location #8: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Scar Bay Card 1:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Scar Bay Card 2:
Jolly Roger
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Scar Bay Card 3:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Scar Bay Card 4:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Scar Bay Card 5:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Scar Bay Card 6:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Scar Bay Card 7:
Joseph "Jack" Scrimshaw
SS
Ally C
Traits:
Human
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scar Bay Card 8:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scar Bay Card 9:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scar Bay Card 10:
Owlbeartross
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.

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: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Location #10: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler // Searching for: Blessing 6

Starting at Tower unless others are there

Ak wrote:

Hand: Blessing of the Samurai 3, Force Shortbow +1, Flight Arrows, Surgeon, Stalking Armor,

Displayed:
Current Location: Tower

Deck: 11 Discard: 0 Buried: 0
NOTES:
Available Support: Blessing Available

Surgeon: Local - Heal 1
Other: Hero Point: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shortbow, Potion of Healing, Four-Mirror Armor, Blessing of Lamashtu, Thieves' Tools (Classic), Blessing of the Samurai 2, Blessing of the Samurai 1, Blessing of the Gobs 1, Xoff, Blessing of the Gobs 2, Earthbreaker
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) 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.)

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

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

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:


Deck Handler

Start at Holy Isle.

"

Augustille wrote:

Hand: Repelling Pike +1, Harrowstrike, Magic Eye, Zellara's Harrow Deck, Card Caster, Sands of the Hour, Prayer,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Holy Isle
Hero Points: 1
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Find Traps, Acolyte (Core), Cure (Core), Pharasma's Knowing, Divine Insight, Blessing of Pharasma, Orison, Flame Staff (Core), Holy Light
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Divine | Healing
POWERS (Role: none yet):
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, if there is another local character, you may discard a card to evade; another local character encounters the card. ([ ] Add 1d4 to checks to defeat the card during the rest of the encounter.)
When you are dealt Acid or Fire damage, increase it by 1.
At the end of your turn, heal a card ([ ] or a Divine card).
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.
Feathered Devil: When Commanding - When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

"


Deck Handler

Take Blessing of Besmara and Shark Skin Armor loot cards, swapping out Blessing of the Ancients and Patrician's Armor. Start at Raker Shoals.

Jirelle wrote:

Hand: Blessing of Besmara, Blessing of Abadar, Marianix Karn, Shark Skin Armor, Dandy Brute, Captain's Cutlass,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Raker Shoals
Hero Points: 0
Shirt reroll available.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fencer, Bloodcrow Rapier, Cutlass, Menacing Backsword +1, Sage's Journal, Blessing of Milani, Shining Wayfinder, Dredge, Blessing of the Spy, Blessing of Erastil
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
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.


Alchemist / Alchemy / Ranged | Deck Handler

Reposting to make things easier. :)

Start at Fog Bank.

Damiel wrote:

Hand: Longbow (Core), Corrosion, Alchemist's Fire 2, Embalming Fluid, Clockwork Servant, Blessing of the Elements 2,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
Used Accessory re-roll: N
NOTES:
Available Support: Longbow, Corrosion, Servant, and Blessing are available, plus Damiel's ability.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blast Stone (Core), Sergeant-at-arms, Prayer, Acid Flask#Classic, Immolate (Core), Blessing of Erastil, Elixir of Energy Resistance, Blessing of the Elements 1, Elixir of Love, Alchemist's Fire 1, Laboratory Coat
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☐ 7
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 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 make a Survival check, you may bury a boon to roll your Intelligence die instead.
Add 1d4 to your checks against banes that have the Undead trait.
Bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


Deck Handler

Upgraded to Flaming Mace. Starting at Scar Bay.

Maznar wrote:

Hand: Blessing of the Gods 2, Crow (Core), Blessing of Gorum, Fireblade, Cure, Blessing of Pharasma, Frilled Lizard,

Displayed:
Deck: 10 Discard: 0 Buried: 0
"Current Location: Scar Bay
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

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

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.

Crow (Core): On a local check to acquire, recharge to add 1d6.

Blessing of the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Frozen Touch, Blessing of the Gods 1, Sacred Candle, Mastiff, Divine Insight, Holy Light (Core), Revitalize, Flaming Mace, Blessing of the Gods 3, Magic Hide Armor
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2

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

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury 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 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.


Deck Handler

Will start at Scar Bay (then will move to Sea Caves)

Upgrade Longsword to Dwarven Longhammer +1

Seltyiel wrote:

Hand: Dwarven Longhammer +1, Scimitar +1, Gallivance, Wand of Detect Magic, Blessing of Pharasma, Blessing of the Spellbound,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Scar Bay
Hero Points: 2
5-2B Reroll: unused
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Clinging Venom, Rapier, Acid Splash, Blackjacket, Blessing of Abraxas, Fire Snake, Apprentice, Lightning Touch, Blessing of the Gods 2
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile.


Deck Handler

Start of turn, take 1 structural damage, reduced to 0. Hour is BotG. Explore RS 1: Shock Musket +1. Reveal Marianix Karn.
Dex 11: 1d10 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Discard Dandy to explore card 2: Magic Leather Armor.
Fort 2: 1d6 + 2 ⇒ (4) + 2 = 6 Acquired!

Discard Bo Abadar to explore card 3: Treasure Hunt. Everybody can attempt a check to encounter it.

Treasure Hunt:

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

Int 7+#=9: 1d4 ⇒ 2 Not much chance in mine

End turn. Reset hand, recharging MLA and drawing 2.

Jirelle wrote:

Hand: Captain's Cutlass, Shark Skin Armor, Marianix Karn, Blessing of Besmara, Bloodcrow Rapier, Sage's Journal,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Current Location: Raker Shoals
Hero Points: 2
Shirt reroll available.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Milani, Blessing of Erastil, Cutlass, Blessing of the Spy, Shining Wayfinder, Menacing Backsword +1, Fencer, Dredge
Recharged: Magic Leather Armor,
Discard Pile: Dandy Brute, Blessing of Abadar,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
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.


Deck Handler // Searching for: Blessing 6

Off turn Treasure Hunt Intelligence 7+2: 1d8 ⇒ 1 Nope!

Hour of Erastil

Display Flight Arrows.
Free explore and encounter Cecaelia

BYA Wisdom 8: 1d6 ⇒ 4 Increase Difficulty by 2
Reveal Force Shortbow + 1. Discard Flight Arrows.
Combat 13+2: 1d8 + 1d6 + 1 + 2d4 ⇒ (2) + (6) + 1 + (1, 1) = 11 Recharge hand to add 4 and succeed. Banish!

Tower: End of turn, examine Hourglass: Blessing of Hshurha, Blessing of Abadar. Swapping them in case I draw a Gobs

As Ak begins to climb yet another tower he comes upon a wonderfully strange half human half octopus cecaelia. He is so fascinated by her that he doesn't realize he's already entwined in her tentacles. He suddenly comes to, fumbling his magical bow, accidently shooting a force bolt straight down, pinning the tentacle. The cecaelia yowls in aquan rage, as Ak rushes past her up the tower.

On reset, setting hand to 7

Ak wrote:

Hand: Shortbow, Four-Mirror Armor, Thieves' Tools (Classic), Xoff, Blessing of Lamashtu, Blessing of the Samurai 1, Blessing of the Gobs 2,

Displayed:
Current Location: Tower

Deck: 8 Discard: 1 Buried: 0
NOTES:
Available Support: On Seltiyiel's first check on his turn, I will bless with Blessing of the Gobs and then recharge the top of the Hourglass which is Blessing of Hshurha

All Blessings Available
Other: Hero Point: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Samurai 2, Potion of Healing, Earthbreaker, Blessing of the Gobs 1
Recharged: Surgeon, Blessing of the Samurai 3, Force Shortbow +1, Stalking Armor,
Discard Pile: Flight Arrows,
Buried Pile:

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

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) 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.)

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

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

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:


Board Status

Current Ship: Feathered Devil
Notes for Maznar: Treasure Hunt
Skip Blessing of Hshurha in the Hourglass, Ak will have used Gobs to get it.

Notes for Augustille: Treasure Hunt
Notes for Damiel: Treasure Hunt
Notes for Seltyiel: Treasure Hunt.
The first check of your turn will be blessed by Gobs.

Damiel - Fog Bank 1-10 remain
Shipwreck Graveyard 1-10 remain
Windward Isle 1-10 remain
Jirelle - Raker Shoals 1-8 remain // If no one beats Treasure Hunt, shuffled. If defeated banish 1
Augustille - Holy Isle 1-10 remain
Sea Caves 1-10 remain
Ak - Tower 1-9 remain
Seltyiel, Maznar - Scar Bay 1-10 remain


During This Adventure: During this Adventure Path: Use the Feathered Devil as your ship.

Feathered Devil

Spoiler:

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

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

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


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.

During This Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.

When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.

When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.

Additional Rules: Story Banes

Villain: Whalebone Pilk
Henchmen (Closing): Shipwrecks

Whalebone Pilk:

Villain
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell. If Whalebone Pilk is not the only card in a location deck, he is undefeated.

Deathknell:
Deathknell
Ship 2
Class 7

Check to Defeat
Divine
7
OR
Wisdom
Survival
9

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

Check to Repair
Craft
6

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


Shipwreck:

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

Scurvy Zombie:

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

The Ancient Mariner:

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

Scenario Level (#): 2

Turn: 3, Seltyiel/MauveAvenger

Random Cards:

Monsters
Spoiler:
Scalawag
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

Spoiler:
Bull Shark
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

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

Spoiler:
Scalawag
SS
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

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

Barriers
Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

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

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

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

Weapons
Spoiler:
Repelling Pike +1
SS
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

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

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

Spoiler:
Dragon Pistol
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Spoiler:
Longbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. 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 to any combat check at another location.

Spells
Spoiler:
Charm Animal
SS
Spell C
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.

Spoiler:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Magic Wooden Armor
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

Items
Spoiler:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

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

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

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

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

Allies
Spoiler:
Parrot
SS
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

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

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

Spoiler:
Acolyte
SS
Ally B
Traits:
Human
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 27

Hourglass

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

Location #1: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Damiel/Iceman91, None

Fog Bank Card 1:
Sea Cat
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12
Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
Fog Bank Card 2:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Fog Bank Card 3:
Protect
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Fog Bank Card 4:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Fog Bank Card 5:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Fog Bank Card 6:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 7:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Fog Bank Card 8:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Fog Bank Card 9:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Fog Bank Card 10:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

Location #2: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Shipwreck Graveyard Card 1:
Crocodile
SS
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_
Shipwreck Graveyard Card 2:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Shipwreck Graveyard Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Shipwreck Graveyard Card 4:
Blackcloth Armor
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shipwreck Graveyard Card 5:
Spyglass
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Shipwreck Graveyard Card 6:
Cutlass +1
SS
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Shipwreck Graveyard Card 7:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Shipwreck Graveyard Card 8:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Shipwreck Graveyard Card 9:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Shipwreck Graveyard Card 10:
Swamp Ghoul
SS
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
Fire Lance
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Windward Isle Card 2:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song

Windward Isle Card 3:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Windward Isle Card 4:
Goblin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Windward Isle Card 5:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Windward Isle Card 6:
Archer's Bracers
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
Windward Isle Card 7:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Windward Isle Card 8:
Liquid Ice
SS
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Windward Isle Card 9:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Windward Isle Card 10:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, If no one beats Treasure Hunt, deck is shuffled. If defeated banish it.
Raker Shoals Card 1 (Treasure Hunt):
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Raker Shoals Card 2:
Old Salt's Bandana
SS
Item B
Traits:
Accessory
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 4
Reveal this card to add the Swashbuckling trait to your check.
Raker Shoals Card 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.
Raker Shoals Card 4:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Raker Shoals Card 5:
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Raker Shoals Card 6:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Raker Shoals Card 7:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Raker Shoals Card 8:
Bucket Brigade
SS
Barrier C
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Location #5: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: Augustille/AbrahamZ., None
Holy Isle Card 1:
Blessing of Abadar
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Holy Isle Card 2:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Holy Isle Card 3:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 5:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Holy Isle Card 6:
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Holy Isle Card 7:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Holy Isle Card 8:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 9:
Dodo
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.
Holy Isle Card 10:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Location #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Sea Caves Card 1:
Throwing Axe
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Sea Caves Card 2:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Sea Caves Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Sea Caves Card 4:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Sea Caves Card 5:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.
Sea Caves Card 6:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sea Caves Card 7:
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.
Sea Caves Card 8:
Rosie Cusswell
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 9:
Blood Moon Pirate
SS
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Sea Caves Card 10:
Stanching Buckler
SS
Armor 2
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ak/NathanDavis, None
Tower Card 1:
Harpoon
SS
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Tower Card 2:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tower Card 3:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Tower Card 4:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Tower Card 5:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Tower Card 6:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Tower Card 7:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Tower Card 8:
Whalebone Pilk
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Tower Card 9:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Location #8: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Maznar/Bigguyinblack, Seltyiel/MauveAvenger, None
Scar Bay Card 1:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Scar Bay Card 2:
Jolly Roger
SS
Item 2
Traits:
Object
Swashbuckling
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Scar Bay Card 3:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Scar Bay Card 4:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Scar Bay Card 5:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Scar Bay Card 6:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Scar Bay Card 7:
Joseph "Jack" Scrimshaw
SS
Ally C
Traits:
Human
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scar Bay Card 8:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scar Bay Card 9:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scar Bay Card 10:
Owlbeartross
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.

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Location #10: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Alchemist / Alchemy / Ranged | Deck Handler

Treasure Hunt:
Cast Corrosion
Int 7+2=9: 1d10 + 1 + 1d10 ⇒ (3) + 1 + (6) = 10 Success
Draw Periscope from the Vault

EoT:
Recharge Corrosion: Craft 9: 1d10 + 4 ⇒ (1) + 4 = 5 Discarded


Deck Handler

No chance on the Treasure Hunt so won't even try.


Deck Handler

treasure hunt intelligence 7 +2 revealing an animal: 1d6 + 1d4 ⇒ (3) + (4) = 7


Deck Handler

Botting Seltyiel

treasure hunt intelligence 7 +2 Maznar reveals an animal: 1d8 + 1d4 + 1 ⇒ (7) + (4) + 1 = 12

Draw random item #1 Alchemical Glue.

Blessing of Abadar in effect.

Send Wand of Detect Magic to recovery to examine Scar Bay card 1 Rat Swarm. Take free explore.

Scar Bay Card 1: Rat Swarm:

SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

combat 8 revealing Dwarven Longhammer +1, Maznar reveals an animal, location plus scenario add 1d4: 1d8 + 1d10 + 1d4 + 1d4 + 4 ⇒ (1) + (1) + (4) + (4) + 4 = 14

Discard Blessing of Pharasma to explore.

Scar Bay Card 2: Jolly Roger:

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

survival 8 burying Alchemical Glue to use intelligence, Maznar reveals an animal: 1d8 + 1d4 + 3 ⇒ (4) + (2) + 3 = 9

Pausing to confirm if I add the +3.

Apparently not. End turn.

Seltyiel ends His turn.

Seltyiel attempts to recover all cards in His Recovery pile.
Wand of Detect Magic: Arcane 6: 1d8 + 4 ⇒ (5) + 4 = 9 -> Wand of Detect Magic recharged.

Seltyiel resets His hand.

Seltyiel wrote:

Hand: Dwarven Longhammer +1, Scimitar +1, Gallivance, Blessing of Abraxas, Blackjacket, Blessing of the Spellbound,

Displayed:
Deck: 9 Discard: 1 Buried: 1
"Current Location: Scar Bay
Hero Points: 2
5-2B Reroll: unused"
"NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Lightning Touch, Clinging Venom, Fire Snake, Rapier, Acid Splash, Blessing of the Gods 2, Apprentice
Recharged: Wand of Detect Magic,
Discard Pile: Blessing of Pharasma,
Buried Pile: Alchemical Glue,
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +3
Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile.

Scar Bay cards 1 and 2 banished.

Random item #1 Alchemical Glue acquired.

Edit: Check vs rats was blessed by Gobs.


Deck Handler

Blessing of the Gods in effect.

Move to Holy Isle.

Holy Isle Card 1: Blessing of Abadar:

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

Divine 5 auto acquire. Discard Blessing of the Gods 2 to explore.

Holy Isle Card 2: Shipwreck:

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

fortitude 5 +2 discarding Blessing of Abadar to double bless, revealing an animal: 3d8 + 1d4 + 1 ⇒ (5, 7, 5) + (3) + 1 = 21

Choose not to close. Examine Scar Bay card 3 Becalmed. Leave it there. Location effect free explore.

Holy Isle Card 3: Blessing of the Gods:

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

Auto acquire. Discard Blessing of the Gods 4 to explore.

Holy Isle Card 4: Blessing of the Gods:

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

Auto acquire. Discard Blessing of the Gods 5 to explore.

Holy Isle Card 5: Mercenary:

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

combat 10 +2 casting Fireblade, revealing an animal, discarding Blessing of Pharasma to double bless: 3d10 + 2d4 + 1d4 + 4 ⇒ (8, 1, 3) + (3, 4) + (3) + 4 = 26

Location effect free explore.

Holy Isle Card 6: Lookout Duty:

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

wisdom 6 +2 revealing an animal: 1d10 + 1d4 + 1 ⇒ (3) + (3) + 1 = 7
product reroll on the d10: 1d10 ⇒ 3

Discard Frilled Lizard to structural damage. Lookout Duty is placed on top of location.

cure myself: 1d4 + 1 ⇒ (3) + 1 = 4

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Fireblade: Divine 8: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (1) = 14 -> Fireblade recharged .
Cure: Divine 8: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 -> Cure recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Blessing of the Gods 2, Crow (Core), Blessing of Gorum, Sacred Candle, Mastiff, Divine Insight, Frozen Touch,

Displayed:
Deck: 11 Discard: 2 Buried: 0
"Current Location: Holy Isle
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: used

Sacred Candle: Bury this card to draw the top blessing from the blessings discard pile. You may not play this card during an encounter.

Divine Insight: On any check to defeat a barrier, banish to add 2d6.

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 the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Holy Light (Core), Blessing of the Gods 3, Blessing of Pharasma, Frilled Lizard, Blessing of Abadar, Magic Hide Armor, Revitalize, Blessing of the Gods 1, Flaming Mace
Recharged: Fireblade, Cure,
Discard Pile: Blessing of the Gods 4, Blessing of the Gods 5,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2

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

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury 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 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Holy Isle cards 2 and 5 banished. Cards 1, 3, and 4 acquired. Cards 6 is on top.

"Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil
Damiel - Fog Bank 1-10 remain
Shipwreck Graveyard 1-10 remain
Windward Isle 1-10 remain
Jirelle - Raker Shoals 1-8 remain // If no one beats Treasure Hunt, shuffled. If defeated banish 1
Augustille, Maznar - Holy Isle 6-10 remain // Card 6 Lookout on top and must be first explore.
Sea Caves 1-10 remain
Ak - Tower 1-9 remain
Seltyiel, Maznar - Scar Bay 3-10 remain"

At the start of Augustille's turn display Mastiff to draw 2 cards: Blessing of Abadar and Holy Light (Core).


Deck Handler // Searching for: Blessing 6

Ak discards Blessing of the Gobs, then discard Blessing of Hshurha from Hourglass, then buries gobs to recharge Blessing of Hshurha

Ak wrote:

Hand: Shortbow, Four-Mirror Armor, Thieves' Tools (Classic), Xoff, Blessing of Lamashtu, Blessing of the Samurai 1,

Displayed:
Current Location: Tower

Deck: 9 Discard: 1 Buried: 1
NOTES:
Available Support: All Blessings Available
Other: Hero Point: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gobs 1, Earthbreaker, Potion of Healing, Blessing of the Samurai 2
Recharged: Surgeon, Blessing of the Samurai 3, Force Shortbow +1, Stalking Armor, Blessing of Hshurha,
Discard Pile: Flight Arrows,
Buried Pile: Blessing of the Gobs 2,

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

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) 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.)

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

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

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:


For Defeating Shipwreck, Maznar's draws a plunder card

During This Adventure: During this Adventure Path: Use the Feathered Devil as your ship.

Feathered Devil

Spoiler:

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

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

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


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.

During This Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.

When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.

When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.

Additional Rules: Story Banes

Villain: Whalebone Pilk
Henchmen (Closing): Shipwrecks

Whalebone Pilk:

Villain
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell. If Whalebone Pilk is not the only card in a location deck, he is undefeated.

Deathknell:
Deathknell
Ship 2
Class 7

Check to Defeat
Divine
7
OR
Wisdom
Survival
9

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

Check to Repair
Craft
6

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


Shipwreck:

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

Scurvy Zombie:

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

The Ancient Mariner:

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

Scenario Level (#): 2

Turn: 5, Augustille/AbrahamZ.

Random Cards:

Monsters
Spoiler:
Rat Swarm
SS
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Spoiler:
Jellyfish Swarm
SS
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

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

Spoiler:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Spoiler:
Bull Shark
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

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

Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

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

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

Weapons
Spoiler:
Heavy Crossbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Cutlass +1
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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


Spoiler:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

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

Spoiler:
Call Weapon
SS
Spell B
Traits:
Magic
Arcane
Divine
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
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 6 check to recharge this card instead of discarding it.

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

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

Spoiler:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

Items
Spoiler:
Ring of Wave Walking
SS
Item 1
Traits:
Accessory
Magic
Aquatic
Elite
To Acquire:
Constitution
Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Spoiler:
Masterwork Tools
SS
Item B
Traits:
Tool
Elite
To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

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

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

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

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

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

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

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

Spoiler:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/Iceman91:
Spoiler:
Hourglass Card 1 Damiel/Iceman91
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 2 Jirelle/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Ak/NathanDavis:
Spoiler:
Hourglass Card 3 Ak/NathanDavis
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 4 Seltyiel/MauveAvenger
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 5 Maznar/Bigguyinblack
Blessing of Achaekek
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 6 Augustille/AbrahamZ.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Damiel/Iceman91:
Spoiler:
Hourglass Card 7 Damiel/Iceman91
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 8 Jirelle/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Ak/NathanDavis:
Spoiler:
Hourglass Card 9 Ak/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 10 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 11 Maznar/Bigguyinblack
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 12 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Damiel/Iceman91:
Spoiler:
Hourglass Card 13 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 14 Jirelle/eddiephlash
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Ak/NathanDavis:
Spoiler:
Hourglass Card 15 Ak/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 16 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 17 Maznar/Bigguyinblack
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 18 Augustille/AbrahamZ.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Damiel/Iceman91:
Spoiler:
Hourglass Card 19 Damiel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 20 Jirelle/eddiephlash
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Ak/NathanDavis:
Spoiler:
Hourglass Card 21 Ak/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 22 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 22 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 23 Maznar/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 24 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 24 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Damiel/Iceman91, None

Fog Bank Card 1:
Sea Cat
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12
Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
Fog Bank Card 2:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Fog Bank Card 3:
Protect
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Fog Bank Card 4:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Fog Bank Card 5:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Fog Bank Card 6:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 7:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Fog Bank Card 8:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Fog Bank Card 9:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Fog Bank Card 10:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

Location #2: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Shipwreck Graveyard Card 1:
Crocodile
SS
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_
Shipwreck Graveyard Card 2:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Shipwreck Graveyard Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Shipwreck Graveyard Card 4:
Blackcloth Armor
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shipwreck Graveyard Card 5:
Spyglass
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Shipwreck Graveyard Card 6:
Cutlass +1
SS
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Shipwreck Graveyard Card 7:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Shipwreck Graveyard Card 8:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Shipwreck Graveyard Card 9:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Shipwreck Graveyard Card 10:
Swamp Ghoul
SS
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Windward Isle Card 1:
Fire Lance
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Windward Isle Card 2:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song

Windward Isle Card 3:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Windward Isle Card 4:
Goblin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Windward Isle Card 5:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Windward Isle Card 6:
Archer's Bracers
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
Windward Isle Card 7:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Windward Isle Card 8:
Liquid Ice
SS
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Windward Isle Card 9:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Windward Isle Card 10:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Location #4: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Jirelle/eddiephlash,
Raker Shoals Card 1:
Old Salt's Bandana
SS
Item B
Traits:
Accessory
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 4
Reveal this card to add the Swashbuckling trait to your check.
Raker Shoals Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Raker Shoals Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Raker Shoals Card 4:
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Raker Shoals Card 5:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Raker Shoals Card 6:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Raker Shoals Card 7:
Bucket Brigade
SS
Barrier C
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Location #5: Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Maznar/Bigguyinblack, Augustille/AbrahamZ., Lookout Duty face up on top of location.
Holy Isle Card 1 (Lookout Duty):
Lookout Duty
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Holy Isle Card 2:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Holy Isle Card 3:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Holy Isle Card 4:
Dodo
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.
Holy Isle Card 5:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Location #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Sea Caves Card 1:
Throwing Axe
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Sea Caves Card 2:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Sea Caves Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Sea Caves Card 4:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Sea Caves Card 5:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.
Sea Caves Card 6:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sea Caves Card 7:
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.
Sea Caves Card 8:
Rosie Cusswell
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 9:
Blood Moon Pirate
SS
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Sea Caves Card 10:
Stanching Buckler
SS
Armor 2
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ak/NathanDavis, None
Tower Card 1:
Harpoon
SS
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Tower Card 2:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tower Card 3:
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Tower Card 4:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Tower Card 5:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Tower Card 6:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Tower Card 7:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Tower Card 8:
Whalebone Pilk
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Tower Card 9:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Location #8: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seltyiel/MauveAvenger, None
Scar Bay Card 1 (Becalmed):
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Scar Bay Card 2:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Scar Bay Card 3:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Scar Bay Card 4:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Scar Bay Card 5:
Joseph "Jack" Scrimshaw
SS
Ally C
Traits:
Human
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scar Bay Card 6:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scar Bay Card 7:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scar Bay Card 8:
Owlbeartross
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.

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Location #10: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler

retcon discarding Blessing of Gorum to bless check vs Jolly Rodger: 1d8 + 6 ⇒ (2) + 6 = 8

8 barely succeeds. Seltyiel draws Jolly Roger on their turn effecting their current hand.

Loot on my turn: 1d6 ⇒ 4 Item


Deck Handler

It is the hour of Achaekek

Augustille power: at the start of your turn, discard a card (Discard Card Caster), then examine the top card of your location (which is Lookout Duty); then you may examine the top card of another occupied location (which is Raker Shoals 1 is Old Salt's Bandana).

Location Power: If you play a blessing during your exploration, you may explore again.

Free exploration

Holy Isle Card 1 is Lookout Duty:

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

Perception 6+2=8, maznar: 1d10 + 5 + 1d4 ⇒ (7) + 5 + (2) = 14

Lookout Duty power - look at (same as examine?) Holy Isle 2 - Obscure (Spell 1)

Discard Sands of the Hour to explore

Holy Isle Card 2 is Obscure:

SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Divine 6, maznar: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (1) = 10

Send Magic Eye to Recovery to examine top 3 cards of Holy Isle: Blessing of the Gods, Dodo (Ally), Holy Stone (Spell)

Discard Prayer to explore

Holy Isle Card 3 is Blessing of the Gods:

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

Auto acquire

Discard Blessing of the Gods to explore

Holy Isle Card 4 is Dodo:

SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Wis 5, Maznar: 1d10 + 2 + 1d4 ⇒ (9) + 2 + (1) = 12

Discard Dodo to examine Holy Isle 5, put it on the bottom of the deck (only card remaining), then explore and encounter the same card.

Holy Isle Card 5 is Holy Stone:

SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Divine 6, Maznar: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (2) = 8

Location is empty - attempt to close. When Closing: Succeed at a Wisdom or Divine 7 check.

Divine 7, Maznar: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9

Holy Isle is closed.

When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile. - recharge Prayer, Sands of the Hour, Blessing of the Gods.

Send Zellara's Harrow Deck to Recovery to examine the top 3 of Tower - Harpoon, Royster McCleagh (Ally 2), Tiger Shark - reorder as Ak wishes.

End turn: Augustille power - heal a card (Dodo is healed and deck is shuffled)

Recovery Phase:
Recharge Magic Eye? Divine 9, Maznar: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (3) = 13
Recharge Zellara's Harrow Deck? Perception 12, Maznar: 1d10 + 5 + 1d4 ⇒ (6) + 5 + (1) = 12

Reset Hand

"Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil
Damiel - Fog Bank 1-10 remain
Shipwreck Graveyard 1-10 remain
Windward Isle 1-10 remain
Jirelle - Raker Shoals 1-7 remain // 1: Old Salt's Bandana
Augustille, Maznar - Holy Isle CLOSED
Sea Caves 1-10 remain
Ak - Tower 1-9 remain // 1-3 Harpoon, Royster McCleagh (Ally 2), Tiger Shark - reorder as Ak wishes
Seltyiel - Scar Bay 1-8 remain // 1: Becalmed"

"

Augustille wrote:

Hand: Repelling Pike +1, Harrowstrike, Holy Light, Obscure, Holy Stone, Orison, Blessing of the Gods,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Holy Isle
Hero Points: 1
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Obscure: Display this card when a character encounters a monster. Until the end of the turn, damage dealt by monsters is reduced by 1.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Dodo, Sands of the Hour, Flame Staff (Core), Find Traps, Acolyte (Core), Prayer, Divine Insight, Cure (Core), Pharasma's Knowing
Recharged: Magic Eye, Zellara's Harrow Deck,
Discard Pile: Card Caster,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Divine | Healing
POWERS (Role: none yet):
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, if there is another local character, you may discard a card to evade; another local character encounters the card. ([ ] Add 1d4 to checks to defeat the card during the rest of the encounter.)
When you are dealt Acid or Fire damage, increase it by 1.
At the end of your turn, heal a card ([ ] or a Divine card).
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.
Feathered Devil: When Commanding - When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

"


Alchemist / Alchemy / Ranged | Deck Handler

Damiel's turn
Hour of Erastil

Move to Windward Isle
If you move here, you may draw a card.
Draw Blast Stone.

Free explore of Windward Isle #1: Fire Lance
Cannot fail Craft 5

Discard Blessing of the Elements to explore #2: Mogmurch
Still cannot fail Craft 5

Discard Mogmurch to explore #3: Shackled Sorcerer
BA: Discard Fire Lance to Mogmurch's fire damage.
Discard Embalming Fluid to Sorcerer's fire damage.

CtD: Banish Alchemist's Fire
Combat 8+2=10: 1d8 + 2 + 2d6 ⇒ (3) + 2 + (5, 3) = 13 Success
AA: Jirelle reduces the structural damage to zero

Banish Clockwork Servant to explore #4: Goblin Keelhaulin'
Banish Blast Stone
Con 5+2+2=9: 1d8 + 2d4 ⇒ (6) + (2, 3) = 11 Success
Stash 6d6 ⇒ (3, 6, 2, 5, 5, 3) = 24 Weapon, Spell, Armor x2, Ally x2

End turn
Recover Clockwork Servant: Craft 8: 1d10 + 4 ⇒ (9) + 4 = 13 Success
Automatically recover the Blast Stone and Alchemist Fire.

Damiel wrote:

Hand: Longbow (Core), Laboratory Coat, Elixir of Love, Periscope, Sergeant-at-arms, Prayer,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Hero Points: 1
Used Accessory re-roll: N
NOTES:
Available Support: Longbow, Sergeant, and Prayer are available, plus Damiel's ability.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Erastil, Elixir of Energy Resistance, Acid Flask#Classic, Blessing of the Elements 1, Immolate (Core), Alchemist's Fire 1
Recharged: Clockwork Servant, Alchemist's Fire 2, Blast Stone (Core),
Discard Pile: Corrosion, Blessing of the Elements 2, Mogmurch, Fire Lance, Embalming Fluid,
Buried Pile:

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

Favored Card: Item
Hand Size: 6 ☐ 7
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 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.

Current Ship: Feathered Devil
Fog Bank 1-10 remain
Shipwreck Graveyard 1-10 remain
Damiel - Windward Isle 5-10 remain
Jirelle - Raker Shoals 1-7 remain // 1: Old Salt's Bandana
Augustille, Maznar - Holy Isle CLOSED
Sea Caves 1-10 remain
Ak - Tower 1-9 remain // 1-3 Harpoon, Royster McCleagh (Ally 2), Tiger Shark - reorder as Ak wishes
Seltyiel - Scar Bay 1-8 remain // 1: Becalmed


Deck Handler

Start turn. Hour is BotG. Ignore structural. Explore Ol' Salty's Bandanna.
Survival 4: 1d8 + 3 ⇒ (2) + 3 = 5 Acquired! I'll basically reveal this on every check to activate my free reroll.

Discard Besmara to explore card 2: Blessing of Besmara. Reveal Mari
Dex 5: 1d10 + 1 + 1 ⇒ (2) + 1 + 1 = 4 Bandana + swashbuckling reroll
Dex 5: 1d10 + 1 + 1 ⇒ (9) + 1 + 1 = 11 Success!

Discard new Besmara to explore again, card 3: Shipwreck. Reveal Sage's Journal. Recharge Mari. Rapier adds Swashbuckling (so as not to play 2 items)
Fort 5+#=7: 1d6 + 2 + 1d4 + 1d6 ⇒ (1) + 2 + (1) + (1) = 5 Reroll one of the d6
Fort 7: 1d6 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5 Hero Point
Fort 7: 1d6 + 2 + 1d4 + 1d6 ⇒ (5) + 2 + (2) + (4) = 13 Success!

Plunder: 1d6 ⇒ 6 My choice, um, Item: Ring of Wave Walking.

Examine top of Windward Isle: Icy Boarding Pike +1. Recharge it. Summon Ancient Mariner. Reveal and discard Bloodcrow Rapier. Reveal Sage's Journal
Combat 15: 1d10 + 3 + 2d4 + 1d4 + 2 + 1d4 ⇒ (4) + 3 + (2, 1) + (3) + 2 + (4) = 19 Success!

Attempt to close. 4 structural damage, I reduce to 3. Discard Journal, Armor, and Ring for remaining. Raker Shoals Closed. Discard a card: Cutlass. End turn. Reset hand, drawing 5.

Jirelle wrote:

Hand: Old Salt's Bandana, Dredge, Fencer, Blessing of the Spy, Cutlass, Blessing of Milani,

Displayed:
Deck: 5 Discard: 9 Buried: 0
Current Location: Raker Shoals
Hero Points: 2
Shirt reroll available.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shining Wayfinder, Menacing Backsword +1, Blessing of Erastil
Recharged: Magic Leather Armor, Marianix Karn,
Discard Pile: Dandy Brute, Blessing of Abadar, Blessing of Besmara, Blessing of Besmara 2, Bloodcrow Rapier, Shark Skin Armor, Sage's Journal, Ring of Wave Walking, Captain's Cutlass,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
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.

Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil
Fog Bank 1-10 remain
Shipwreck Graveyard 1-10 remain
Damiel - Windward Isle 6-10, 5 remain // 5=Icy Boarding Pike +1
Jirelle - Raker Shoals CLOSED
Augustille, Maznar - Holy Isle CLOSED
Sea Caves 1-10 remain
Ak - Tower 1-9 remain // 1-3 Harpoon, Royster McCleagh (Ally 2), Tiger Shark - reorder as Ak wishes
Seltyiel - Scar Bay 1-8 remain // 1: Becalmed


Deck Handler // Searching for: Blessing 6

On Augustille's turn: order Tower, Royster McCleagh (Ally 2), Harpoon, Tiger Shark.

Off turn: recharge Xoff to take 1 Structural Damage from Jirelle

Hour of Pharasma

Display Four-Mirror Armor
Free explore and encounter Royster McCleagh

Charisma 7: 1d4 ⇒ 4 Recharge hand to add 4 and acquired!

Discard Royster McCleagh to explore and encounter Harpoon

Dexterity 7: 1d8 ⇒ 7 acquired!

Tower: End of turn examine hourglass: Blessing of Sivanah, Blessing of Achaekek. Leave as is.

On reset, set handsize to 7!

Warned of aristocracy and sharks by Augustille, Ak prepares to play the goblin fool in front of Royster, and charms him into following "silly Ak." Maybe I'll be a ruler some day

Ak then gets ready with a Harpoon for the shark fight to come.

Ak wrote:

Hand: Harpoon, Earthbreaker, Potion of Healing, Surgeon, Blessing of the Samurai 2, Blessing of the Gobs 1, Blessing of the Samurai 3,

Displayed: Four-Mirror Armor,
Current Location: Tower

Deck: 8 Discard: 2 Buried: 1
NOTES:
Available Support: All Blessings Available

Earthbreaker: Local Lock or Obstacle Barrier 1d6

Surgeon: Local - Heal 1
Potion of Healing: Heal 1d4 cards
Other: Hero Point: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Force Shortbow +1, Stalking Armor, Blessing of Hshurha, Xoff, Thieves' Tools (Classic), Blessing of Lamashtu, Blessing of the Samurai 1, Shortbow,
Discard Pile: Flight Arrows, Royster McCleagh,
Buried Pile: Blessing of the Gobs 2,

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

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) 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.)

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

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

Favored Card: None
Hand Size: 5
Proficiencies:
Light Armor, Weapons
POWERS:

Board Status

Current Ship: Feathered Devil

Notes for Jirelle: Ak: took 1 Structural Damage for you

Fog Bank 1-10 remain
Shipwreck Graveyard 1-10 remain
Damiel - Windward Isle 1-6 remain // 6=Icy Boarding Pike +1 (on bottom)
Jirelle - Raker Shoals CLOSED
Augustille, Maznar - Holy Isle CLOSED
Sea Caves 1-10 remain
Ak - Tower 1-7 remain // 1: Tiger Shark
Seltyiel - Scar Bay 1-8 remain // 1: Becalmed


During This Adventure: During this Adventure Path: Use the Feathered Devil as your ship.

Feathered Devil

Spoiler:

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

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

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


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.

During This Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.

When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.

When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.

Additional Rules: Story Banes

Villain: Whalebone Pilk
Henchmen (Closing): Shipwrecks

Whalebone Pilk:

Villain
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell. If Whalebone Pilk is not the only card in a location deck, he is undefeated.

Deathknell:
Deathknell
Ship 2
Class 7

Check to Defeat
Divine
7
OR
Wisdom
Survival
9

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

Check to Repair
Craft
6

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


Shipwreck:

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

Scurvy Zombie:

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

The Ancient Mariner:

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

Scenario Level (#): 2

Turn: 9, Seltyiel/MauveAvenger

Random Cards:

Monsters
Spoiler:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Spoiler:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Spoiler:
Comozant Wyrd
SS
Monster C
Traits:
Outsider
Elemental
Incorporeal
Elite
To Defeat:
Combat 10
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Spoiler:
Bull Shark
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

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

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

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

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

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

Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Weapons
Spoiler:
Heavy Crossbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

Spoiler:
Pepperbox
SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Zul
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

Spoiler:
Longbow
SS
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. 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 to any combat check at another location.

Spells
Spoiler:
Illuminate
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Illuminate
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Hydraulic Push
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Aid
SS
Spell B
Traits:
Magic
Divine
Elite
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Armors
Spoiler:
Magic Wooden Armor
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

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

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

Spoiler:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Allies
Spoiler:
Dolphin
SS
Ally B
Traits:
Animal
Aquatic
Elite
To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

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

Spoiler:
Parrot
SS
Ally B
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Spoiler:
Tidepool Dragon
SS
Ally 1
Traits:
Dragon
Aquatic
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Spoiler:
Chanty Singer
SS
Ally B
Traits:
Half-Elf
Bard
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.

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

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

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

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

Spoiler:
Blessing of the Gods
SS
Blessing 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.

Current Hour:

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

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 1 Maznar/Bigguyinblack
Blessing of Achaekek
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 2 Augustille/AbrahamZ.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Damiel/Iceman91:
Spoiler:
Hourglass Card 3 Damiel/Iceman91
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 4 Jirelle/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Ak/NathanDavis:
Spoiler:
Hourglass Card 5 Ak/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 6 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 7 Maznar/Bigguyinblack
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 8 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Damiel/Iceman91:
Spoiler:
Hourglass Card 9 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 10 Jirelle/eddiephlash
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Ak/NathanDavis:
Spoiler:
Hourglass Card 11 Ak/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 12 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 13 Maznar/Bigguyinblack
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 14 Augustille/AbrahamZ.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Damiel/Iceman91:
Spoiler:
Hourglass Card 15 Damiel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 16 Jirelle/eddiephlash
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Ak/NathanDavis:
Spoiler:
Hourglass Card 17 Ak/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 18 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 19 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 19 Maznar/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 20 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Fog Bank Card 1:
Sea Cat
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12
Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
Fog Bank Card 2:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Fog Bank Card 3:
Protect
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Fog Bank Card 4:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Fog Bank Card 5:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Fog Bank Card 6:
Sphere of Fire
SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 7:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Fog Bank Card 8:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Fog Bank Card 9:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Fog Bank Card 10:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

Location #2: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Shipwreck Graveyard Card 1:
Crocodile
SS
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_
Shipwreck Graveyard Card 2:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Shipwreck Graveyard Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Shipwreck Graveyard Card 4:
Blackcloth Armor
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shipwreck Graveyard Card 5:
Spyglass
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Shipwreck Graveyard Card 6:
Cutlass +1
SS
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Shipwreck Graveyard Card 7:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Shipwreck Graveyard Card 8:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Shipwreck Graveyard Card 9:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Shipwreck Graveyard Card 10:
Swamp Ghoul
SS
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Iceman91, None
Windward Isle Card 1:
Archer's Bracers
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
Windward Isle Card 2:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Windward Isle Card 3:
Liquid Ice
SS
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Windward Isle Card 4:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Windward Isle Card 5:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Windward Isle Card 6 (Icy Boarding Pike +1):
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Location #4: Raker Shoals
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/eddiephlash,

Location #5: Holy Isle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Maznar/Bigguyinblack, Augustille/AbrahamZ.,

Location #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Sea Caves Card 1:
Throwing Axe
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Sea Caves Card 2:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Sea Caves Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Sea Caves Card 4:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Sea Caves Card 5:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.
Sea Caves Card 6:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sea Caves Card 7:
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.
Sea Caves Card 8:
Rosie Cusswell
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 9:
Blood Moon Pirate
SS
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Sea Caves Card 10:
Stanching Buckler
SS
Armor 2
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ak/NathanDavis, None
Tower Card 1 (Tiger Shark):
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Tower Card 2:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Tower Card 3:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Tower Card 4:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Tower Card 5:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Tower Card 6:
Whalebone Pilk
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Tower Card 7:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Location #8: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seltyiel/MauveAvenger, None
Scar Bay Card 1 (Becalmed):
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Scar Bay Card 2:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Scar Bay Card 3:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Scar Bay Card 4:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Scar Bay Card 5:
Joseph "Jack" Scrimshaw
SS
Ally C
Traits:
Human
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scar Bay Card 6:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scar Bay Card 7:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scar Bay Card 8:
Owlbeartross
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.

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: 2 Sp: 1 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Acolyte
SS
Ally C
Traits:
Human
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Plunder Pile Card 2:
Ambrose "Fishguts" Kroop
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Plunder Pile Card 3:
Magic Leather Armor
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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.
Plunder Pile Card 4:
Goblin Buckler Gun
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Plunder Pile Card 5:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Plunder Pile Card 6:
Morningstar +1
SS
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
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 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
Plunder Pile Card 7:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Plunder Pile Card 8:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Location #10: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler

Looks like I took I lost 1 fewer card from structural damage, so posting new hand:

Jirelle wrote:

Hand: Cutlass, Old Salt's Bandana, Dredge, Fencer, Captain's Cutlass, Blessing of Milani,

Displayed:
Deck: 6 Discard: 9 Buried: 0
Current Location: Raker Shoals
Hero Points: 2
Shirt reroll available.
NOTES:
Available Support: Freely use any of my cards as needed!
Other: Reduce structural damage by 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Menacing Backsword +1, Shining Wayfinder, Blessing of the Spy, Blessing of Erastil
Recharged: Magic Leather Armor, Marianix Karn,
Discard Pile: Dandy Brute, Blessing of Abadar, Blessing of Besmara, Blessing of Besmara 2, Bloodcrow Rapier, Shark Skin Armor, Sage's Journal, Ring of Wave Walking, Captain's Cutlass,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
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.


Deck Handler

Turn Order: Maznar, Augustille, Damiel, Jirelle, Ak, Seltyiel
Out of Turn Updates: N/a

Turn: Turn 9 - Blessing of Sivanah

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

SOT: N/a

Move: Move to Fog Bank

Explore: Sea Cat

Sea Cat:
Sea CatSS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12
Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

No ally in hand. Will reveal Dwarven Longhammer to do Melee+1d10+1.

Combat 12: 1d8 + 3 + 1d10 + 1 ⇒ (5) + 3 + (4) + 1 = 13

Defeated. Discard Blessing of the Spellbound to explore again.

Explore 2: Blessing of Erastil

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

Dexterity 4: 1d6 ⇒ 1

Not acquired. Discard Blessing of Abraxas to explore again.

Explore 3: Protect

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

Will ask to use Jirelle's Blessing of Milani to bless check twice.

Wisdom 6: 3d4 ⇒ (3, 3, 1) = 7

Acquired!

End Turn: Reset Hand.

Recovery: N/a

Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil

Notes for Jirelle: Ak took 1 Structural Damage for you
Seltyiel used BoMilani

Seltyiel - Fog Bank 4-10 remain
Shipwreck Graveyard 1-10 remain
Damiel - Windward Isle 1-6 remain // 6=Icy Boarding Pike +1 (on bottom)
Jirelle - Raker Shoals CLOSED
Augustille, Maznar - Holy Isle CLOSED
Sea Caves 1-10 remain
Ak - Tower 1-7 remain // 1: Tiger Shark
Scar Bay 1-8 remain // 1: Becalmed

Seltyiel wrote:

Hand: Dwarven Longhammer +1, Scimitar +1, Gallivance, Protect , Blackjacket, Blessing of the Gods,

Displayed:
Deck: 8 Discard: 3 Buried: 1
Current Location: Fog Bank
Hero Points: 2
5-2B Reroll: unused
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acid Splash, Apprentice, Clinging Venom, Blessing of the Gods 2, Rapier, Fire Snake, Lightning Touch
Recharged: Wand of Detect Magic,
Discard Pile: Blessing of Pharasma, Blessing of the Spellbound, Blessing of Abraxas,
Buried Pile: Alchemical Glue,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile.


Deck Handler

Blessing of Achaekek in effect.

Move to Fog Bank.

Fog Bank Card 4: Curse of the Deep:

SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

fortitude 7 casting Divine Insight, revealing an animal: 1d8 + 2d6 + 1d4 + 1 ⇒ (1) + (2, 4) + (1) + 1 = 9

Discard Blessing of the Gods 2 to explore.

Fog Bank Card 5: Becalmed:

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

survival 8 revealing an animal: 1d10 + 1d4 + 3 ⇒ (8) + (1) + 3 = 12

Discard Blessing of Abadar to explore.

Fog Bank Card 6: Sphere of Fire:

SS
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

divine 7 revealing an animal: 1d10 + 1d4 + 4 ⇒ (10) + (1) + 4 = 15

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Divine Insight: Divine 8: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11 -> Divine Insight recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Sphere of Fire, Crow (Core), Sacred Candle, Frozen Touch, Holy Light (Core), Magic Hide Armor, Blessing of the Gods 3,

Displayed:
Deck: 8 Discard: 6 Buried: 0
"Current Location: Fog Bank
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: used

Sacred Candle: Bury this card to draw the top blessing from the blessings discard pile. You may not play this card during an encounter.

Blessing of the Gods: Discard this card to add 1 die to any check. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Movement: Move me to NA if my location closes.
Other: Hi I'm Maznar! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Revitalize, Flaming Mace, Frilled Lizard, Blessing of the Gods 1
Recharged: Fireblade, Cure, Divine Insight,
Discard Pile: Blessing of the Gods 4, Blessing of the Gods 5, Blessing of Gorum, Mastiff, Blessing of the Gods 2, Blessing of Abadar,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2

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

Favored Card: Blessing
Hand Size: 6 ☑ 7
Proficiencies:
Divine
POWERS:
Instead of the first exploration of your turn, you may bury 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 to any check by a character at your location.
You may discard a spell to search your deck (☐ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Fog Bank card 6 acquired. Cards 4 and 5 banished.

"Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil

Notes for Jirelle: Ak took 1 Structural Damage for you
Seltyiel used BoMilani

Seltyiel - Fog Bank 7-10 remain
Shipwreck Graveyard 1-10 remain
Damiel - Windward Isle 1-6 remain // 6=Icy Boarding Pike +1 (on bottom)
Jirelle - Raker Shoals CLOSED
Augustille - Holy Isle CLOSED
Sea Caves 1-10 remain
Ak - Tower 1-7 remain // 1: Tiger Shark
Maznar - Scar Bay 1-8 remain // 1: Becalmed"


During This Adventure: During this Adventure Path: Use the Feathered Devil as your ship.

Feathered Devil

Spoiler:

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

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

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


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.

During This Scenario: When the henchman Shipwreck is undefeated, shuffle the henchman Scurvy Zombie from the box into the location Shipwreck came from.

When the henchman Shipwreck is defeated, you may examine the top card of any open location deck, then put it on either the top or bottom of that deck. If you put it on the bottom, summon and encounter the henchman The Ancient Mariner.

When Whalebone Pilk escapes, instead of shuffling the villain and blessings into the location decks, put them on the bottom.

Additional Rules: Story Banes

Villain: Whalebone Pilk
Henchmen (Closing): Shipwrecks

Whalebone Pilk:

Villain
Type: Monster
Traits: Undead Captain Pirate
To Defeat: Combat 17 THEN Strength Divine 12
Whalebone Pilk in immune to the Mental and Poison traits. Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell. If Whalebone Pilk is not the only card in a location deck, he is undefeated.

Deathknell:
Deathknell
Ship 2
Class 7

Check to Defeat
Divine
7
OR
Wisdom
Survival
9

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

Check to Repair
Craft
6

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


Shipwreck:

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

Scurvy Zombie:

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

The Ancient Mariner:

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

Scenario Level (#): 2

Turn: 11, Augustille/AbrahamZ.

Random Cards:

Monsters
Spoiler:
Bull Shark
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

Spoiler:
Shackles Pirate
SS
Monster C
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

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

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

Spoiler:
Bull Shark
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

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

Spoiler:
Goose in the Rigging
SS
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

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

Spoiler:
Swabbing the Decks
SS
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

Spoiler:
Cutlass +1
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Harpoon
SS
Weapon C
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Spoiler:
Repelling Pike +1
SS
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

Spoiler:
Musket
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spells
Spoiler:
Fear
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Dehydrating Touch
SS
Spell 2
Traits:
Magic
Arcane
Attack
Elite
To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Spoiler:
Holy Stone
SS
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Fear
SS
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Magic Wooden Armor
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

Spoiler:
Magic Chain Shirt
SS
Armor C
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Buckler
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

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

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

Spoiler:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

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

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

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

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

Spoiler:
Dodo
SS
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/Iceman91:
Spoiler:
Hourglass Card 1 Damiel/Iceman91
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 2 Jirelle/eddiephlash
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Ak/NathanDavis:
Spoiler:
Hourglass Card 3 Ak/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 4 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 5 Maznar/Bigguyinblack
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 6 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Damiel/Iceman91:
Spoiler:
Hourglass Card 7 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 8 Jirelle/eddiephlash
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Ak/NathanDavis:
Spoiler:
Hourglass Card 9 Ak/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 10 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 11 Maznar/Bigguyinblack
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 12 Augustille/AbrahamZ.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Damiel/Iceman91:
Spoiler:
Hourglass Card 13 Damiel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 14 Jirelle/eddiephlash
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Ak/NathanDavis:
Spoiler:
Hourglass Card 15 Ak/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 16 Seltyiel/MauveAvenger
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 17 Maznar/Bigguyinblack
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 18 Augustille/AbrahamZ.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Maznar/Bigguyinblack, Seltyiel/MauveAvenger, None

Fog Bank Card 1:
Pirate Hunting
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Fog Bank Card 2:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Fog Bank Card 3:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Fog Bank Card 4:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

Location #2: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Shipwreck Graveyard Card 1:
Crocodile
SS
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_
Shipwreck Graveyard Card 2:
Bucket Brigade
SS
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Shipwreck Graveyard Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Shipwreck Graveyard Card 4:
Blackcloth Armor
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shipwreck Graveyard Card 5:
Spyglass
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Shipwreck Graveyard Card 6:
Cutlass +1
SS
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Shipwreck Graveyard Card 7:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Shipwreck Graveyard Card 8:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Shipwreck Graveyard Card 9:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Shipwreck Graveyard Card 10:
Swamp Ghoul
SS
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Location #3: Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Iceman91, None
Windward Isle Card 1:
Archer's Bracers
SS
Item 1
Traits:
Accessory
Magic
Elite
To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.
Windward Isle Card 2:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Windward Isle Card 3:
Liquid Ice
SS
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Windward Isle Card 4:
Spiked Log Trap
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Windward Isle Card 5:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Windward Isle Card 6 (Icy Boarding Pike +1):
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Location #4: Raker Shoals
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/eddiephlash,

Location #5: Holy Isle
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Augustille/AbrahamZ.,

Location #6: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Sea Caves Card 1:
Throwing Axe
SS
Weapon B
Traits:
Axe
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Sea Caves Card 2:
Constrictor Snake
SS
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Sea Caves Card 3:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Sea Caves Card 4:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Sea Caves Card 5:
Aqueous Orb
SS
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.
Sea Caves Card 6:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Sea Caves Card 7:
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.
Sea Caves Card 8:
Rosie Cusswell
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 9:
Blood Moon Pirate
SS
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Sea Caves Card 10:
Stanching Buckler
SS
Armor 2
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ak/NathanDavis, None
Tower Card 1 (Tiger Shark):
Tiger Shark
SS
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded.
Tower Card 2:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Tower Card 3:
Magic Chain Shirt
SS
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Tower Card 4:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Tower Card 5:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Tower Card 6:
Whalebone Pilk
SS
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
Tower Card 7:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Location #8: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Scar Bay Card 1 (Becalmed):
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Scar Bay Card 2:
Curse of the Deep
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Scar Bay Card 3:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Scar Bay Card 4:
Worn Leather Skullcap
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Scar Bay Card 5:
Joseph "Jack" Scrimshaw
SS
Ally C
Traits:
Human
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scar Bay Card 6:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scar Bay Card 7:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Scar Bay Card 8:
Owlbeartross
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.

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: 2 Sp: 1 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Acolyte
SS
Ally C
Traits:
Human
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Plunder Pile Card 2:
Ambrose "Fishguts" Kroop
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Plunder Pile Card 3:
Magic Leather Armor
SS
Armor B
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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.
Plunder Pile Card 4:
Goblin Buckler Gun
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Plunder Pile Card 5:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Plunder Pile Card 6:
Morningstar +1
SS
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 8
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 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
Plunder Pile Card 7:
Periscope
SS
Item 2
Traits:
Object
To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Plunder Pile Card 8:
Pistol +1
SS
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite
To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Location #10: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Cards Not In the Box Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Deck Handler

It is the hour of Besmara

Augustille power: at the start of your turn, discard a card (Discard Harrowstrike), 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 Windward Isle 1 = Archer's Bracers (Item 1)).

Move to: Fog Bank
Location Power: After a character at any location examines cards in this location deck, shuffle it.

Free exploration

Fog Bank Card 7 is Pirate Hunting:

SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

random ship: 1d13 + 1 ⇒ (13) + 1 = 14

Deathknell:
Deathknell
Ship 2
Class 7

Check to Defeat
Divine
7
OR
Wisdom
Survival
9

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

Check to Repair
Craft
6

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

Divine 7, maznar: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8

Posted question in Discord about whether I can (and should) seize Deathknell to be our ship...

Discard Orison to explore

Fog Bank Card 8 is Shipwreck:

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

Discard Blessing of the Gods to bless
Con 5+2=7, maznar: 2d8 + 1d4 ⇒ (5, 1) + (4) = 10

Plunder: 1d6 ⇒ 5

Random Ally 1 is Dolphin:

SS
Ally B
Traits:
Animal
Aquatic
Elite
To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Scenario Power: examine the top card of Shipwreck Graveyard = Crocodile. Leave it on top.

When Closing: Recharge your hand, which must contain at least 1 card.

Fog Bank is closed

When Permanently Closed: On closing, draw the same number of cards you recharged when closing (5).

Send Cure to Recovery
Heal Maznar: 1d4 + 1 ⇒ (2) + 1 = 3

End turn: Augustille power - heal a card (Blessing of the Gods is healed)

Recovery Phase:
Recharge Cure? Divine 8, maznar: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8

Reset Hand

At the start of Damiel's turn: send Z's Harrow Deck to Recovery to examine top three cards of Sea Caves: Throwing Axe, Constrictor Snake, Shipwreck - Reorder as Jirelle wishes.

Recharge Z's Harrow Deck? Perception 12, maznar: 1d10 + 5 + 1d4 ⇒ (7) + 5 + (2) = 14

"Board Status
Most Recent BR Refresh
Note discussion in Discord about whether we a) can seize Deathknell for our ship and b) whether we want to

Current Ship: Feathered Devil
Notes for Maznar: Heal 3 cards (from Augustille's Cure)

Notes for Jirelle: Seltyiel used BoMilani
Reorder top 3 (known) of Sea Caves as you wish (note one is the closing henchman)

Seltyiel, Maznar, Augustille - Fog Bank CLOSED
Shipwreck Graveyard 1-10 remain // 1: Crocodile
Damiel - Windward Isle 1-6 remain // 1: Archer's Bracers (on top); 6=Icy Boarding Pike +1 (on bottom)
Jirelle - Raker Shoals CLOSED
Holy Isle CLOSED
Sea Caves 1-10 remain // 1-3: Throwing Axe, Constrictor Snake, Shipwreck - Reorder as Jirelle wishes
Ak - Tower 1-7 remain // 1: Tiger Shark
Scar Bay 1-8 remain // 1: Becalmed"

"

Augustille wrote:

Hand: Find Traps, Obscure, Divine Insight, Flame Staff (Core), Dodo, Blessing of Pharasma,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Fog Bank
Hero Points: 1
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Find Traps: +2 dice vs any barrier

Divine Insight: +2d6 vs any barrier

Obscure: Display this card when a character encounters a monster. Until the end of the turn, damage dealt by monsters is reduced by 1.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Holy Stone, Holy Light, Pharasma's Knowing, Prayer, Dolphin, Repelling Pike +1, Acolyte (Core), Sands of the Hour, Magic Eye
Recharged: Cure (Core), Zellara's Harrow Deck,
Discard Pile: Card Caster, Harrowstrike, Orison,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
Divine | Healing
POWERS (Role: none yet):
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, if there is another local character, you may discard a card to evade; another local character encounters the card. ([ ] Add 1d4 to checks to defeat the card during the rest of the encounter.)
When you are dealt Acid or Fire damage, increase it by 1.
At the end of your turn, heal a card ([ ] or a Divine card).
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.
Feathered Devil: When Commanding - When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

"


Alchemist / Alchemy / Ranged | Deck Handler

Off-turn: no activity

Damiel's turn
Hour of Gorum

Stay at Windward Isle

Free explore of #1: Archer's Bracers
Ranged 7: 1d8 + 2 ⇒ (4) + 2 = 6 So close

Discard Sergeant-at-arms to explore #2: Shipwreck
Trigger the sergeant, ask Augustille to cast Find Traps
Con 5+2=7: 1d8 + 1d4 + 2d8 ⇒ (8) + (2) + (3, 5) = 18 Success
Plunder: 1d6 ⇒ 3 Magic Wooden Armor

Close location
Reveal Periscope, discard Prayer
Perception 7: 1d4 + 1d6 + 1d4 ⇒ (4) + (4) + (3) = 11 Success

WPC: Draw a card (Alchemist's Fire 1)

Bury Wooden Armor (it's swashbuckling!) to recharge 1d4 ⇒ 2: Fire Lance and Mogmurch

End turn
Discard Periscope, draw up

Damiel wrote:

Hand: Longbow (Core), Laboratory Coat, Elixir of Love, Elixir of Energy Resistance, Acid Flask#Classic, Alchemist's Fire 1,

Displayed:
Deck: 8 Discard: 6 Buried: 1
Hero Points: 1
Used Accessory re-roll: N
NOTES:
Available Support: Longbow and Energy Resistance are available, plus Damiel's ability.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Elements 1, Blessing of Erastil, Immolate (Core)
Recharged: Clockwork Servant, Alchemist's Fire 2, Blast Stone (Core), Fire Lance, Mogmurch,
Discard Pile: Corrosion, Blessing of the Elements 2, Embalming Fluid, Sergeant-at-arms, Prayer, Periscope,
Buried Pile: Magic Wooden Armor,

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

Favored Card: Item
Hand Size: 6 ☐ 7
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 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.

Board Status
Most Recent BR Refresh

Current Ship: Feathered Devil
Notes for Maznar: Heal 3 cards (from Augustille's Cure)
Notes for Augustille: Recover Find Traps

Notes for Jirelle: Seltyiel used BoMilani
Reorder top 3 (known) of Sea Caves as you wish (note one is the closing henchman)

Seltyiel, Maznar, Augustille - Fog Bank CLOSED
Shipwreck Graveyard 1-10 remain // 1: Crocodile
Damiel - Windward Isle CLOSED
Jirelle - Raker Shoals CLOSED
Holy Isle CLOSED
Sea Caves 1-10 remain // 1-3: Throwing Axe, Constrictor Snake, Shipwreck - Reorder as Jirelle wishes
Ak - Tower 1-7 remain // 1: Tiger Shark
Scar Bay 1-8 remain // 1: Becalmed

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