[PACS] Season of Tapestry's Tides by Nathan

Game Master Nathan Davis

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

Shared Tracker (Hands/Loot/Ships/Summons)

Currently playing 5-5D: A ROYAL REQUEST on Man's Promise

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.


Summoned Henchmen:

The Ancient Mariner
Spoiler:

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

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

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


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

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


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

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


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

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


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

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


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

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


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

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


Scurvy Zombie
Spoiler:

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

Sea Devil
Spoiler:

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

Shipwreck
Spoiler:

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


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Deck Handler

Start: Hatchery

Draw hand, then 2 extra cards.

"

Augustille wrote:

Hand: Fly, Icy Prison (Core), Aqueous Orb, Divine Fortune, Wand of Restorative Touch, Crystal Ball, Fox, Pharasma's Knowing, Prayer, Nethys's Duality,

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

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

Wand of Restorative Touch: local healing 1d4+1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Steal Soul, The Lady of Mysteries, Repelling Pike +1, Major Cure, Headband of Mental Superiority, Lyrune-quah Truthspeaker, Find Traps, Fortune-Teller (Core), Blessing of Pharasma, Wolf, Divine Blaze
Recharged:
Discard Pile:
Buried Pile:

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

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

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

"


Deck Handler

Oh right. Drawing the 2 extra cards. Divine Blaze (Core) and Shoanti Barbarian Hide.


Deck Handler

Start at Fog Bank with the crew. Take loots Rekkish, Mase Darimar, Aiger's Kiss, and Besmara blessing, swapping out Karn, Monkey, Bloodcrow Rapier, and Milani. Draw hand +2.

Jirelle wrote:

Hand: Diviner's Blight, Mase Darimar, Blessing of Besmara, Fortune-teller, Shadowless Sword, Councilor's Ring, Rekkish, Black Arrow Ranger, Invigorating Kukri +1, Blessing of Erastil,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 7
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 Zon-Kuthon, Mask of Stolen Mien, Keen Rapier +3, Blessing of the Midnight Lord, Blessing of Abadar, Sawtooth Sabre +2, Aiger's Kiss, Dandy Brute, Shining Wayfinder, Vampiric Backsword +3, Blessing of Maat
Recharged:
Discard Pile:
Buried Pile:

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

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


Deck Handler // Searching for: Ally 5 > Blessing 4

Hour of Hshurha

Banish Immortal Dreamstone to draw:
Tessa Fairwind
Merrill Pegsworthy
Mogmurch
Give Card to Jirelle: Blessing of Lady Lastbreath


Move Ak and Maznar to Mancatcher Cove
Maznar discards a spell to draw an animal from his deck.
Free explore and encounter Flaming Longbow +2
Maznar displays Embiggen. Survivor: Aquire. Maznar Animal

Dexterity 13: 1d12 + 1d10 + 1d8 + 1 ⇒ (10) + (1) + (1) + 1 = 13 Acquired!

Discard Merrill Pegsworthy to explore and encounter Barroom Brawl
Maznar encounters Barroom Brawl
Embiggen and Maznar. Discard Blessing of Angradd

Strength 5+5: 1d12 + 1d8 + 1 + 2d12 ⇒ (2) + (2) + 1 + (9, 4) = 18 Damn, Glad I blessed! Banished. Become Chief and draw Scoundrel's Sword Cane


Discard Blessing of Shizuru to explore and encounter Barracuda Aiger
Embiggen and Maznar. Reveal Tessa Fairwind and recharge Flaming Longbow +2
Dexterity 9: 1d12 + 1d8 + 1 + 1d10 ⇒ (4) + (1) + 1 + (5) = 11
Recharge Grappler's Mask. Embiggen and Maznar. Reveal Tessa Fairwind and recharge Jorgenfist Spear
Diplomacy Fortitude 12: 1d12 + 6 + 1d8 + 1 + 1d10 ⇒ (6) + 6 + (4) + 1 + (2) = 19 Acquired! And all with Swashbuckling, no consequences.

Discard Tessa Fairwind to explore and encounter Canopy Creeper
BYA Embiggen and Maznar.

Wisdom 10: 1d10 + 1d8 + 1 ⇒ (5) + (7) + 1 = 13
Embiggen and Maznar. Reveal Scoundrel's Sword Cane
Combat 12: 1d12 + 2d10 + 2 + 1d8 + 1 ⇒ (5) + (2, 8) + 2 + (6) + 1 = 24 Chief: Draw Hatchetbird. Instead of banishing, reveal Improvised Monster and draw Canopy Creeper

Discard Hatchetbird to move Maznar and Ak to Fog Bank then explore and encounter Werecrocodile
BA: Not Blessing of the Gods
Embiggen and Maznar. Recharge Improvise Monster and Banish Canopy Creeper.

Combat 18: 1d12 + 12 + 1d8 + 1 ⇒ (7) + 12 + (3) + 1 = 23 Banished. Chief: Draw Xoff

Discard Xoff to examine: Protect, Safe Harbor, Giant Spyglass Octopus. Then shuffle, then explore and encounter Safe Harbor
Embiggen and Maznar.

Intelligence 8: 1d12 + 1d8 + 1 ⇒ (7) + (3) + 1 = 11 Acquired!


Hand Size at 7

I don't have the time to story-ify this one, but let's just say that Maznar and Ak had some EPIC adventures together!

Ak wrote:

Hand: Scoundrel's Sword Cane, Barracuda Aiger, Mogmurch, Blessing of Tsukiyo, Blessing of the Father of Creation, Blessing of Cayden Cailean, Safe Harbor,

Displayed:
Current Location: Fog Bank

Deck: 12 Discard: 6 Buried: 0
NOTES:
Available Support: Blessings Available

Mogmurch: 2d6 to any check but there is a cost.
Other: Hero Point: 3
Product Reroll: Unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pearl of the Sirines, Mighty Steed, Dwarven Plate, Blessing of Lady Lastbreath 2, Bearskin Armor, Four-Mirror Armor, Ring of Stony Flesh, Belt of Charging
Recharged: Flaming Longbow +2, Grappler's Mask, Jorgenfist Spear, Improvised Monster,
Discard Pile: Merrill Pegsworthy, Blessing of Angradd, Blessing of Shizuru, Tessa Fairwind, Hatchetbird, Xoff,
Buried Pile:
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1

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

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

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

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


Board Status
Notes for Maznar: Discards a Spell to draw an Animal
Displays Embiggen on Ak
Encounter Barroom Brawl

Notes for Jirelle: Given Blessing of Lady Lastbreath 1

Fringes of the Eye 1-10 remain
Mancatcher Cove 1-6 remain
Sharkskin Reef 1-10 remain
Gozreh's Flow 1-10 remain
Torture Pit 1-10 remain
Ak, Damiel, Jirelle, Seltyiel, Maznar - Fog Bank 1-8 remain // Protect, Giant Spyglass Octopus
Augustille - Hatchery 1-10 remain
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain


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


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


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


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


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


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


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


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


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


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

Roaring Dragon:

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

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

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

Check to Repair
Craft
7

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

During This Scenario: Your ship is the Apparatus of the Octopus. You cannot command any other ship.

Apparatus of the Octopus:
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.

When you encounter a monster that has the Merfolk trait, either you are dealt 1d4 Combat damage or the difficulty to defeat is increased by 1d12.

The difficulty to defeat villains and henchmen that have the Merfolk trait is increased by 1d10.

Additional Rules: Story Banes

Villain: The Matron
Henchmen: Shipwreck, Sea Devils

The Matron:

Villain
Type: Monster
Traits: Giant Merfolk Aquatic
To Defeat: Combat 19
Damage dealt by The Matron is dealt to each character at your location. Before you act, another character at your location must summon and encounter the henchman Sea Devil. If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.

Krelloort:

Villain
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince. If you fail a check to defeat Krelloort, discard your hand.
"The treasure of Mancatcher Cove belongs to me!" -Krelloort

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

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.

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.

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.

Vrykolakas:

Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 2, Seltyiel/MauveAvenger

Random Cards:

Monsters
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.

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

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

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

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

Spoiler:
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:
Social Niceties
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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

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

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

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

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

Spoiler:
Musket +2
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

Spoiler:
Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

Spoiler:
Blessing of 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.

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

Current Hour:

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

Hours Remaining: 28

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 1 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 4 Jirelle/eddiephlash
Blessing of 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 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 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 6 Seltyiel/MauveAvenger
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 7 Maznar/Bigguyinblack
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 8 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 8 Augustille/AbrahamZ.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Damiel/Iceman91:
Spoiler:
Hourglass Card 9 Damiel/Iceman91
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 10 Jirelle/eddiephlash
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 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 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Damiel/Iceman91:
Spoiler:
Hourglass Card 15 Damiel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 17 Ak/NathanDavis:
Spoiler:
Hourglass Card 17 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 18 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 18 Seltyiel/MauveAvenger
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 19 Maznar/Bigguyinblack
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 20 Augustille/AbrahamZ.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Damiel/Iceman91:
Spoiler:
Hourglass Card 21 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 22 Jirelle/eddiephlash
Blessing of 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 Ak/NathanDavis:
Spoiler:
Hourglass Card 23 Ak/NathanDavis
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 26 Augustille/AbrahamZ.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 27 Damiel/Iceman91:
Spoiler:
Hourglass Card 27 Damiel/Iceman91
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 28 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 28 Jirelle/eddiephlash
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.

Location #1: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Fringes of the Eye Card 1:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Fringes of the Eye Card 2:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Fringes of the Eye Card 3:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fringes of the Eye Card 4:
Phantom Fog
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
Fringes of the Eye 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.
Fringes of the Eye Card 6:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Fringes of the Eye Card 7:
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.
Fringes of the Eye Card 8:
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.
Fringes of the Eye Card 9:
The Matron
SS
Villain 2
Type: Monster
Traits:
Giant
Merfolk
Aquatic
To Defeat:
Combat 19
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.
Fringes of the Eye 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 #2: 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: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Mancatcher Cove Card 1:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Mancatcher Cove Card 2:
Treasure Hunt
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Mancatcher Cove Card 3:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Mancatcher Cove Card 4:
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.
Mancatcher Cove 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.
Mancatcher Cove Card 6:
Crystal of Healing Hands
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

Location #3: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Sharkskin Reef Card 1:
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Sharkskin Reef Card 2:
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.
Sharkskin Reef Card 3:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Sharkskin Reef Card 4:
Coral Golem
SS
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Sharkskin Reef Card 5:
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.
Sharkskin Reef 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.
Sharkskin Reef 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.
Sharkskin Reef Card 8:
Kapre
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Sharkskin Reef Card 9:
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.
Sharkskin Reef Card 10:
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.

Location #4: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Gozreh's Flow Card 1:
Symbol of Insanity
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Gozreh's Flow Card 2:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Gozreh's Flow Card 3:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Gozreh's Flow Card 4:
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.
Gozreh's Flow Card 5:
Sargassum Fiend
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Gozreh's Flow Card 6:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Gozreh's Flow Card 7:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Gozreh's Flow Card 8:
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.
Gozreh's Flow Card 9:
Goblin Lockpick
SS
Item P
Traits:
Tool
Alchemical
To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist

Gozreh's Flow Card 10:
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.

Location #5: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Pit Card 1:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Torture Pit 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.
Torture Pit Card 3:
Animate Water
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Torture Pit Card 4:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Torture Pit Card 5:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Torture Pit Card 6:
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.
Torture Pit Card 7:
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.
Torture Pit Card 8:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Torture Pit Card 9:
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.
Torture Pit Card 10:
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.

Location #6: 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: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, Ak/NathanDavis, Seltyiel/MauveAvenger, Maznar/Bigguyinblack, Damiel/Iceman91, Protect, Giant Spyglass Octopus
Fog Bank Card 1:
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 2:
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.
Fog Bank Card 3:
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.
Fog Bank Card 4:
Giant Spyglass Octopus
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
Fog Bank Card 5:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Fog Bank Card 6:
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.
Fog Bank Card 7:
Sabotage
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Fog Bank Card 8:
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.

Location #7: Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Augustille/AbrahamZ., None
Hatchery Card 1:
Spiny Eurypterid
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Hatchery Card 2:
Sea Troll
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Hatchery Card 3:
Seaborne Trident +1
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
Hatchery 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.
Hatchery Card 5:
Dire Shark
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Hatchery 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.
Hatchery Card 7:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hatchery Card 8:
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.
Hatchery Card 9:
Net of Snaring
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
Hatchery Card 10:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #8: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: Dagon's Jaw #1
Dagon's Jaws Card 1:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Dagon's Jaws Card 2:
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Dagon's Jaws Card 3:
Insanity Daemon
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
Dagon's Jaws Card 4:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Dagon's Jaws Card 5:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Dagon's Jaws Card 6:
Rapier +2
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Location #9: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: Dagon's Jaw #2
Dagon's Jaws Card 1:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Dagon's Jaws Card 2:
Potion of the Ocean
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Dagon's Jaws Card 3:
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.
Dagon's Jaws 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.

Location #10: 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: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Reflecting Buckler
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Location #11: 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: 2 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.
Cards Not In the Box Card 2:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 3:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


Deck Handler

Off turn discard Divine Blaze to draw Mastiff from my deck. Display Embiggen for Ak.

Asking Damiel for The Cyclone.

barroom brawl strength 5 +5 revealing an animal, blessed by The Cyclone: 2d8 + 1d4 + 1 ⇒ (3, 6) + (2) + 1 = 12

Maznar attempts to recover all cards in their Recovery pile.
Embiggen: Divine 10: 1d12 + 1d8 + 8 ⇒ (10) + (5) + 8 = 23 -> Embiggen recharged .


Deck Handler

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

Out of Turn Updates: N/a

Turn: Turn 2 - Blessing of Gozreh

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

SOT: Display Create Mindscape at Fog Bank

Move: Stay at Fog Bank

Explore: 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.

Wisdom 6: 1d4 + 1d4 + 1 + 1d4 ⇒ (3) + (4) + 1 + (2) = 10

Acquired. Power: when acquire spell (or weapon), can explore again.

Explore 2: Illusory Wall

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

Arcane 6+5=11: 1d8 + 5 + 1d4 + 1 + 1d4 ⇒ (6) + 5 + (1) + 1 + (2) = 15

Defeated. Examine top card of location deck - Sea Devil - a henchman, then shuffle deck due to location power. Discard Blessing of the Spellbound to explore again.

Explore, reroll 1,2: 1d8 ⇒ 8

Explore 3: Blessing of Hshurha

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

Wisdom 7: 1d4 + 1d4 + 1 + 1d4 ⇒ (1) + (4) + 1 + (4) = 10

Acquired. Discard to explore again.

Explore, reroll 1,2,8: 1d8 ⇒ 1
Explore, reroll 1,2,8: 1d8 ⇒ 3

Explore 4: 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.

Difficulty Increase: 1d12 ⇒ 7
Difficulty Increase: 1d10 ⇒ 2

For combat, reveal and discard Gallivance to do Melee+1d6+1+Arcane. Recharge Pyrotechnic Blast to add 2d6.

Combat 13+7+2=22: 1d8 + 6 + 1d6 + 1 + 1d8 + 5 + 2d6 + 1d4 + 1 ⇒ (5) + 6 + (2) + 1 + (1) + 5 + (1, 5) + (1) + 1 = 28

Defeated. Can attempt to close location. Recharge hand. Location is closed so re-draw 6 cards.

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

Recovery:

Create Mindscape: Arcane 11: 1d8 + 5 + 1d4 + 1 ⇒ (1) + 5 + (2) + 1 = 9

Board Status
Most Recent BR Refresh

Notes for Jirelle: Given Blessing of Lady Lastbreath 1

Fringes of the Eye 1-10 remain
Mancatcher Cove 1-6 remain
Sharkskin Reef 1-10 remain
Gozreh's Flow 1-10 remain
Torture Pit 1-10 remain
Ak, Damiel, Jirelle, Seltyiel, Maznar - Fog Bank CLOSED
Augustille - Hatchery 1-10 remain
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain

Seltyiel wrote:

Hand: Golembane Hammer +2, Arcana Theft, Fly, Cloudburst, Fire Snake, Helm of Electric Radiance, Blessing of Pharasma,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Current Location: w/ Maznar
Hero Points: 8
5-5D Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Blessing of Sivanah, Summon Hellhounds, Cleric of Nethys
Recharged: Pyrotechnic Blast, Demonbane Longsword +2, Spellsword +2, Wand of Flying, Wayfarer, Protect, Blessing of Maat,
Discard Pile: Blessing of the Spellbound, Blessing of Hshurha, Gallivance, Create Mindscape,
Buried Pile:

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

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


Deck Handler

Blessing of Abadar in effect. Everyone may reveal an animal card to draw a card. Draw Renewal.

Display Divine Fortune (Core). Cast Renewal. Everyone may draw a card. Draw Breath of Life.

Move everyone to Hatchery.

Hatchery Card 1: Spiny Eurypterid:

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

combat 21 casting Divine Blaze (Core), reveal an animal, aided by Divine Fortune (Core): 1d10 + 3d8 + 1d4 + 1d6 + 8 ⇒ (4) + (4, 7, 3) + (2) + (5) + 8 = 33

forced reroll: 1d10 + 3d8 + 1d4 + 1d6 + 8 ⇒ (7) + (8, 4, 3) + (4) + (2) + 8 = 36

Discard Blessing of Pharasma to explore.

Hatchery Card 2: Sea Troll:

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

Ask Damiel to discard an alchemical card for his fire power.

combat 20 revealing Returning Totem Spear, revealing an animal, aided by Damiel, aided by Divine Fortune (Core): 1d10 + 1d8 + 1d4 + 2d6 + 1d6 + 9 ⇒ (10) + (3) + (3) + (5, 4) + (4) + 9 = 38

Discard Blessing of Milani to explore.

Hatchery Card 3: Seaborne Trident +1:

SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

survival 11 revealing an animal, aided by Divine Fortune (Core): 1d8 + 1d4 + 1d6 + 6 ⇒ (4) + (3) + (2) + 6 = 15

Display Gray Maiden Plate and Shoanti Barbarian Hide.

Breath of Life healing Ak: 1d4 + 1 ⇒ (1) + 1 = 2

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Renewal: Divine 11: 1d10 + 1d4 + 1d4 + 1d6 + 8 ⇒ (3) + (2) + (1) + (4) + 8 = 18 -> Renewal recharged.
Divine Blaze (Core): Divine 14: 1d10 + 1d4 + 1d4 + 1d6 + 8 ⇒ (2) + (1) + (4) + (2) + 8 = 17 -> Divine Blaze (Core) recharged.
Breath of Life: Divine 15: 1d10 + 1d4 + 1d4 + 1d6 + 8 ⇒ (8) + (1) + (2) + (5) + 8 = 24 -> Breath of Life recharged.

Maznar resets their hand.

Maznar wrote:

Hand: Seaborne Trident +1, Returning Totem Spear, Mastiff, Porcupine (Core), Ring of Regeneration, Headband of Inspired Wisdom, Pharasma's Knowing,

Displayed: Divine Fortune (Core), Gray Maiden Plate, Shoanti Barbarian Hide,
Deck: 9 Discard: 3 Buried: 0
"Current Location: Hatchery
Hero Points: 5"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

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

"

Deck, Discard, Buried:

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

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

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

Hatchery cards 1 and 2 banished. Card 3 acquired.

Damiel discards an alchemical card.

Ak heals for 2.

Everyone with an animal may draw a card.

Everyone may draw a card.

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

Notes for Augustille: May draw a card at the start of Maznar's turn. May draw a card during Maznar's turn.
Notes for Damiel: May draw a card during Maznar's turn.
Notes for Jirelle: Given Blessing of Lady Lastbreath 1, May draw a card during Maznar's turn.
Notes for Ak: May draw a card during Maznar's turn. Heal for 2.
Notes for Seltyiel: May draw a card during Maznar's turn.
Fringes of the Eye 1-10 remain
Mancatcher Cove 1-6 remain
Sharkskin Reef 1-10 remain
Gozreh's Flow 1-10 remain
Torture Pit 1-10 remain
Fog Bank CLOSED
Augustille, Ak, Damiel, Jirelle, Seltyiel, Maznar - Hatchery 4-10 remain
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain"


Deck Handler

Off turn: at the start of Maznar's turn, reveal Fox to draw: Truthspeaker. When Maznar casts Renewal draw: Fortune-Teller. At the end of Maznar's turn: cast Fly to examine top cards of Fringes= Cyclops; Sharkskin Reef= Fortified Breastplate; then move to Gozreh's Flow
Recharge Fly? Divine 10: 1d10 + 6 ⇒ (6) + 6 = 12

It is the hour of Gods

Augustille power: at the start of your turn, discard a card (Discard Nethys's Duality), then examine the top card of your location (which is Gozreh's Flow Card 1=Symbol of Insanity); then you may examine the top card of another occupied location (which is Hatchery Card 4=Large Chest).

Display Divine Fortune by Augustille

Gozreh's Flow At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
Wis 7, DF: 1d10 + 4 + 1d6 ⇒ (8) + 4 + (6) = 18

Move to: Hatchery
Location Power: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.

Recharge Fortune-teller, choosing bane, examine top of location, then encounter it.

Hatchery Card 4 is 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.

Str 10+5=15, DFx2, maznar: 1d10 + 1 + 2d6 + 1d4 + 1 ⇒ (9) + 1 + (4, 4) + (3) + 1 = 22

Draw how many random weapons: 1d4 ⇒ 3
Weapons 1=Flaming Falcata +3 (Weapon 5!); 2=Spellsword +2 (Weapon 4); 3=Sword Cane Pistol +2 (Weapon 4)

Free exploration

Hatchery Card 5 is Dire Shark:

SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.

Display Aqueous Orb
Combat 22, DFx2, Maznar: 1d10 + 6 + 1d6 + 2d6 + 1d4 + 1 ⇒ (4) + 6 + (5) + (1, 2) + (2) + 1 = 21
spend Hero point to reroll (down to 4)
Combat 22, DFx2, Maznar: 1d10 + 6 + 1d6 + 2d6 + 1d4 + 1 ⇒ (1) + 6 + (6) + (6, 4) + (2) + 1 = 26
AYA - 1 Structural dmg to ship - Jirelle reduces by 1 to 0.

Discard Crystal Ball to examine top 3 cards, reorder as: Animated Shield, Sea Devil, Becalmed, then explore.

Hatchery Card 7 is Animated Shield:

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

Con 7, dfx2, maznar: 1d8 + 2d6 + 1d4 + 1 ⇒ (5) + (5, 3) + (1) + 1 = 15

Discard Pharasma's Knowing to draw 2 cards: Repelling Pike +1 and Headband, then recharge 2 cards: Flaming Falcata +3 and Sword Cane Pistol +2, then explore

Hatchery Card 6 is 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.

Scenario Power: When you encounter a monster that has the Merfolk trait, either you are dealt 1d4 Combat damage or the difficulty to defeat is increased by 1d12.
Combat dmg: 1d4 ⇒ 3
reveal Animated Shield to reduce by 2; Augustille's power reduces by 1; net dmg = 0

Scenario Power: The difficulty to defeat villains and henchmen that have the Merfolk trait is increased by 1d10.
difficulty increase: 1d10 ⇒ 6

Combat 13+6=19, dfx2, maznar, orb, headband: 1d10 + 6 + 1d6 + 2d6 + 1d4 + 1 + 1d4 ⇒ (1) + 6 + (2) + (3, 1) + (1) + 1 + (1) = 16
spend hero point (down to 3) to reroll
Combat 13+6=19, dfx2, maznar, orb, headband: 1d10 + 6 + 1d6 + 2d6 + 1d4 + 1 + 1d4 ⇒ (10) + 6 + (6) + (6, 4) + (3) + 1 + (4) = 40

When Closing: Summon and defeat a random monster.

Random Monster 1 is 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.

Combat 8+5=13, dfx2, maznar, orb, headband: 1d10 + 6 + 1d6 + 2d6 + 1d4 + 1 + 1d4 ⇒ (5) + 6 + (6) + (5, 3) + (3) + 1 + (3) = 32

Hatchery is closed
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Send Wand to Recovery to heal Seltyiel
Healing: 1d4 + 1 ⇒ (2) + 1 = 3
Seltyiel heals 3

End turn: Augustille power - heal a card (Crystal Ball is healed)

Recovery Phase:
Recharge Wand, Divine 12, dfx2, maznar, headband: 1d10 + 6 + 2d6 + 1d4 + 1 + 1d4 ⇒ (4) + 6 + (1, 3) + (2) + 1 + (4) = 21
Recharge Orb, Divine 11, dfx2, maznar, headband: 1d10 + 6 + 2d6 + 1d4 + 1 + 1d4 ⇒ (9) + 6 + (4, 6) + (3) + 1 + (1) = 30

Reset Hand, recharging Animated Shield

"Board Status
Most Recent BR Refresh
Divine Fortune (Core) displayed by Maznar. Divine Fortune displayed by Augustille.

Notes for Damiel: May draw a card during Maznar's turn.
Notes for Jirelle: Given Blessing of Lady Lastbreath 1, May draw a card during Maznar's turn.
Notes for Ak: May draw a card during Maznar's turn. Heal for 2.
Notes for Seltyiel: May draw a card during Maznar's turn. Heal 3.
Fringes of the Eye 1-10 remain // 1=Cyclops
Mancatcher Cove 1-6 remain
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Gozreh's Flow 1-10 remain // 1=Symbol of Insanity
Torture Pit 1-10 remain
Fog Bank CLOSED
Augustille, Ak, Damiel, Jirelle, Seltyiel, Maznar - Hatchery CLOSED
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain"

"

Augustille wrote:

Hand: Spellsword +2, Repelling Pike +1, Icy Prison (Core), Headband of Mental Superiority, Crystal Ball, Fox, Lyrune-quah Truthspeaker, Prayer,

Displayed: Divine Fortune,
Deck: 14 Discard: 2 Buried: 0
Current Location: Hatchery
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune is displayed by Augustille (+1d6 to local checks)

Fox: recharge +1d4 to local Int/Wis

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wolf, Fly, Blessing of Pharasma, Find Traps, Major Cure, Flaming Falcata +3, Divine Blaze, Steal Soul, Fortune-Teller (Core), Sword Cane Pistol +2, The Lady of Mysteries
Recharged: Wand of Restorative Touch, Aqueous Orb, Animated Shield,
Discard Pile: Nethys's Duality, Pharasma's Knowing,
Buried Pile:

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

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

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

"


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


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


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


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


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


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


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


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


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


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

Roaring Dragon:

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

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

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

Check to Repair
Craft
7

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

During This Scenario: Your ship is the Apparatus of the Octopus. You cannot command any other ship.

Apparatus of the Octopus:
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.

When you encounter a monster that has the Merfolk trait, either you are dealt 1d4 Combat damage or the difficulty to defeat is increased by 1d12.

The difficulty to defeat villains and henchmen that have the Merfolk trait is increased by 1d10.

Additional Rules: Story Banes

Villain: The Matron
Henchmen: Shipwreck, Sea Devils

The Matron:

Villain
Type: Monster
Traits: Giant Merfolk Aquatic
To Defeat: Combat 19
Damage dealt by The Matron is dealt to each character at your location. Before you act, another character at your location must summon and encounter the henchman Sea Devil. If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.

Krelloort:

Villain
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince. If you fail a check to defeat Krelloort, discard your hand.
"The treasure of Mancatcher Cove belongs to me!" -Krelloort

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

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.

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.

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.

Vrykolakas:

Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 5, Damiel/Iceman91

Random Cards:

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

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

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

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

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

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

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

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

Spoiler:
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:
Humanbane Gladius +2
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spells
Spoiler:
Seamantle
SS
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Ring of the Sea Strider
SS
Item 5
Traits:
Accessory
Magic
Aquatic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

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

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

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

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

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

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

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

Current Hour:

Blessing of 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: 25

Hourglass

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

Location #1: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Fringes of the Eye Card 1 (Cyclops):
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Fringes of the Eye Card 2:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Fringes of the Eye Card 3:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fringes of the Eye Card 4:
Phantom Fog
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
Fringes of the Eye 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.
Fringes of the Eye Card 6:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Fringes of the Eye Card 7:
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.
Fringes of the Eye Card 8:
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.
Fringes of the Eye Card 9:
The Matron
SS
Villain 2
Type: Monster
Traits:
Giant
Merfolk
Aquatic
To Defeat:
Combat 19
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.
Fringes of the Eye 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 #2: 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: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Mancatcher Cove Card 1:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Mancatcher Cove Card 2:
Treasure Hunt
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Mancatcher Cove Card 3:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Mancatcher Cove Card 4:
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.
Mancatcher Cove 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.
Mancatcher Cove Card 6:
Crystal of Healing Hands
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

Location #3: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Sharkskin Reef Card 1 (Fortified Breastplate):
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Sharkskin Reef Card 2:
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.
Sharkskin Reef Card 3:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Sharkskin Reef Card 4:
Coral Golem
SS
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Sharkskin Reef Card 5:
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.
Sharkskin Reef 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.
Sharkskin Reef 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.
Sharkskin Reef Card 8:
Kapre
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Sharkskin Reef Card 9:
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.
Sharkskin Reef Card 10:
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.

Location #4: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Gozreh's Flow Card 1 (Symbol of Insanity):
Symbol of Insanity
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Gozreh's Flow Card 2:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Gozreh's Flow Card 3:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Gozreh's Flow Card 4:
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.
Gozreh's Flow Card 5:
Sargassum Fiend
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Gozreh's Flow Card 6:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Gozreh's Flow Card 7:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Gozreh's Flow Card 8:
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.
Gozreh's Flow Card 9:
Goblin Lockpick
SS
Item P
Traits:
Tool
Alchemical
To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist

Gozreh's Flow Card 10:
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.

Location #5: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Pit Card 1:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Torture Pit 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.
Torture Pit Card 3:
Animate Water
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Torture Pit Card 4:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Torture Pit Card 5:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Torture Pit Card 6:
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.
Torture Pit Card 7:
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.
Torture Pit Card 8:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Torture Pit Card 9:
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.
Torture Pit Card 10:
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.

Location #6: Fog Bank
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #7: Hatchery
Closed
At This Location: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Jirelle/eddiephlash, Ak/NathanDavis, Seltyiel/MauveAvenger, Maznar/Bigguyinblack, Augustille/AbrahamZ., Damiel/Iceman91, None

Location #8: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: Dagon's Jaw #1

Dagon's Jaws Card 1:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Dagon's Jaws Card 2:
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Dagon's Jaws Card 3:
Insanity Daemon
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
Dagon's Jaws Card 4:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Dagon's Jaws Card 5:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Dagon's Jaws Card 6:
Rapier +2
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Location #9: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: Dagon's Jaw #2
Dagon's Jaws Card 1:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Dagon's Jaws Card 2:
Potion of the Ocean
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Dagon's Jaws Card 3:
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.
Dagon's Jaws 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.

Location #10: 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: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Plunder Pile Card 1:
Reflecting Buckler
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Location #11: 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: 2 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.
Cards Not In the Box Card 2:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 3:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


Off turn, draw Ring of Stony Flesh.
Ak is healed for 2: (Merrill Pegsworthy, Tessa Fairwind). Deck shuffled.


Alchemist / Alchemy / Ranged | Deck Handler

Off-turn: discard The Cyclone and Acid Flask
Draw Ederleigh Baines

Damiel's turn
Hour of the Gods

Move to the smaller Dagon's Jaws
Maznar has volunteered to come, but not sure anyone else would tag along.

Free explore of #1: Becalmed
Trigger Divine Fortune, cute wittle puppy
Wis 8: 1d6 + 1d6 + 1d4 + 1 ⇒ (2) + (4) + (4) + 1 = 11 Success
Add trap counter.

Discard The Inquisitor to explore #2: Potion of the Ocean
Cannot fail Craft 9

Succeeded at Craft check: Top card of deck is The Prince of Pain, no draw.

Bonus explore from acquiring Alchemical item, #3: Sea Devil
Scenario ramps up the difficulty. Trap counter is triggered.
Banish Potion of the Ocean to defeat it automatically.

Close location: Summon Vrykolakas
Banish Flame Cannon, freely reveal Belt, trigger DF, puppy get mad!
Combat 20: 1d8 + 4 + 4d8 + 1d4 + 1d6 + 1d4 + 1 ⇒ (8) + 4 + (4, 3, 6, 3) + (2) + (6) + (3) + 1 = 40 Success
Suffer 1d4 ⇒ 2 acid damage, discarding Ederleigh and Sergeant-at-arms

WPC: Draw The Prince of Pain, recharge Bottled Lightning 2.

Banish Twitch Tonic (Core) to heal both allies.

End turn
Recover Potion of the Ocean, Twitch Tonic, and Flame Cannon - automatic.

Damiel wrote:

Hand: Steel Ibis Lamellar, Twitch Tonic, Liquid Persuasion, Bottled Lightning 1, Belt of Physical Might, Ederleigh Baines, The Winged Serpent, The Prince of Pain,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 5
Used Accessory re-roll: N
NOTES:
Available Support: Bottled Lightning can canceled a nasty BA effect. Liquid Persuasion adds d10+6 to any Wis or Cha check. Blessings are available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Major Cure, Sunrod, Vindicator, Corrosion, Sergeant-at-arms, Potion of Heroism, Blessing of the Elements, Bottled Lightning 2
Recharged: Potion of the Ocean, Twitch Tonic (Core), Flame Cannon,
Discard Pile: The Cyclone, Acid Flask, The Inquisitor,
Buried Pile:

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

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

Board Status
Most Recent BR Refresh
Divine Fortune (Core) displayed by Maznar. Divine Fortune displayed by Augustille.
The difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Notes for Maznar: Suffer d4 poison damage from Vrykolakas
Notes for Jirelle: Given Blessing of Lady Lastbreath 1, May draw a card during Maznar's turn.
Notes for Ak: May draw a card during Maznar's turn. Heal for 2.
Notes for Seltyiel: May draw a card during Maznar's turn. Heal 3.

Fringes of the Eye 1-10 remain // 1=Cyclops
Mancatcher Cove 1-6 remain
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Gozreh's Flow 1-10 remain // 1=Symbol of Insanity
Torture Pit 1-10 remain
Fog Bank CLOSED
Augustille, Ak, Jirelle, Seltyiel - Hatchery CLOSED
Dagon's Jaws 1 1-6 remain
Damiel, Maznar - Dagon's Jaws 2 CLOSED


Deck Handler

poison damage: 1d4 ⇒ 2
Draw Gray Maiden Plate to prevent 1 and discard Seaborne Trident +1. Redisplay Gray Maiden Plate. Display Mastiff to draw 2 cards Blessing of the Gods and Riding Allosaurus. Discard Mastiff eot. After Jirelle moves recharge Riding Allosaurus to follow.


Deck Handler

Off turn, receive Lastbreath from Ak. Also draw 1: Mask of Stolen Mien.

Start turn. Hour is Erastil. Give Councilor's Ring to Seltiyel. Recharge Lady of Lastbreath to draw Hatchetbird from Ak's discards and move. Sail alone to Fringes of the Eye. Recharge Fortune-teller, naming bane, examine and encounter Cyclops. BYA Examine top of deck: Shining Wayfinder. Recharged. For combat, recharge Hatchetbird, reveal and discard Shadowless Sword.
Combat 22: 1d10 + 6 + 1d8 + 2 + 1d6 + 6 + 1d6 ⇒ (10) + 6 + (8) + 2 + (6) + 6 + (6) = 44 Defeated! Display Mask of Stolen Mein

Free explore: Corlan.
Cha 9 : 1d8 ⇒ 7 Fail.

Discard Mase to explore: Avimar Sorrinash.
Survival 8: 1d8 + 4 ⇒ (5) + 4 = 9 Nice. Guess we'll spend resources. Drop Besmara to double bless.
Cha 11: 3d8 ⇒ (4, 2, 7) = 13 Success!

Discard Avimar Sorrinash to explore: Phantom Fog. Recharge Erastil to evade.

End turn. Rekkish heals 1: Avimar Sorrinash. Reset hand, drawing 5

Jirelle wrote:

Hand: Invigorating Kukri +1, Diviner's Blight, Black Arrow Ranger, Aiger's Kiss, Vampiric Backsword +3, Dandy Brute, Hatchetbird, Blessing of the Midnight Lord,

Displayed: Mask of Stolen Mien,
Deck: 11 Discard: 3 Buried: 0
Hero Points: 7
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 Abadar, Blessing of Lady Lastbreath, Blessing of Maat, Avimar Sorrinash, Rekkish, Sawtooth Sabre +2, Keen Rapier +3, Blessing of Zon-Kuthon, Blessing of Erastil, Fortune-teller, Shining Wayfinder
Recharged:
Discard Pile: Shadowless Sword, Mase Darimar, 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

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

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


Deck Handler

Board Status
Most Recent BR Refresh
Divine Fortune (Core) displayed by Maznar. Divine Fortune displayed by Augustille.
The difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Notes for Maznar: Suffer d4 poison damage from Vrykolakas

Notes for Ak: May draw a card during Maznar's turn. Heal for 2.
Notes for Seltyiel: May draw a card during Maznar's turn. Heal 3. Given Jirelle's Councilor's Ring
Jirelle - Fringes of the Eye 4-10 (all shuffled) remain // 4 = Phantom Fog
Mancatcher Cove 1-6 remain
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Gozreh's Flow 1-10 remain // 1=Symbol of Insanity
Torture Pit 1-10 remain
Fog Bank CLOSED
Augustille, Ak, Seltyiel - Hatchery CLOSED
Dagon's Jaws 1 1-6 remain
Damiel, Maznar - Dagon's Jaws 2 CLOSED


Off turn lose Hatchetbird

Hour of Gozreh

Give card to Seltyiel: Safe Harbor
Move to Mancatcher Cove bringing Maznar along as Jirelle opted to go alone.


Free explore and encounter Norgorber Cultist
Reveal Scoundrel's Sword Cane. Maznar's Divine Fortune and Porcupine. Reload Ring of Stony Flesh

Combat 19: 1d8 + 1 + 2d6 + 2 + 1d6 + 1d4 + 1 + 1d6 ⇒ (5) + 1 + (6, 1) + 2 + (5) + (3) + 1 + (5) = 29 Banished. Chief: Draw Ring of Stony Flesh

Discard Blessing of the Father of Creation to explore and encounter Treasure Hunt
Maznar's Divine Fortune and Porcupine. Recharge Barracuda Aiger and Mogmurch

Intelligence 7+5: 1d8 + 1d6 + 1d4 + 1 + 2d4 ⇒ (2) + (3) + (1) + 1 + (3, 2) = 12 Draw Wizard's Hook! Back to Survivor!


Deck Handler // Searching for: Ally 5 > Blessing 4

Discard Blessing of Tsukiyo to explore and encounter Great White Shark
Reveal Scoundrel's Sword Cane. Maznar's Divine Fortune and Porcupine. Reload Ring of Stony Flesh
Combat 16: 1d8 + 1 + 2d6 + 2 + 1d6 + 1d4 + 1 + 1d6 ⇒ (2) + 1 + (1, 2) + 2 + (3) + (1) + 1 + (5) = 18 Banished. Become Chief and draw Ring of Stony Flesh


Discard Blessing of Cayden Cailean to explore and encounter Dagger Pistol +1
Maznar's Divine Fortune and Porcupine.
Dexterity 9: 1d8 + 1d6 + 1d4 + 1 ⇒ (7) + (5) + (4) + 1 = 17 Acquired!

On reset, discard Dagger Pistol +1 and Wizard's Hook. Keep Hand at 7

Ak continues to rampage through Mancatcher's Cove.

On Seltyiel's turn display Pearl of the Sirines at Mancatcher Cove.

Ak wrote:

Hand: Scoundrel's Sword Cane, Improvised Monster, Flaming Longbow +2, Four-Mirror Armor, Ring of Stony Flesh, Tessa Fairwind,

Displayed: Pearl of the Sirines,
Current Location: Mancatcher Cove

Deck: 10 Discard: 8 Buried: 0
NOTES:
Available Support: Tessa Fairwind: Recharge another card to add 1d6 to any check.
Other: Hero Point: 3
Product Reroll: Unused

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Jorgenfist Spear, Belt of Charging, Bearskin Armor, Dwarven Plate, Mighty Steed, Blessing of Lady Lastbreath 2, Merrill Pegsworthy, Grappler's Mask
Recharged: Mogmurch, Barracuda Aiger,
Discard Pile: Blessing of Angradd, Blessing of Shizuru, Blessing of the Father of Creation, Xoff, Blessing of Tsukiyo, Blessing of Cayden Cailean, Dagger Pistol +1, Wizard's Hook,
Buried Pile:
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +1
Constitution d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Fortitude: Constitution +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Survival: Wisdom +1
Charisma d4 ☐ +1

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

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

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

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


Board Status
Divine Fortune (Core) displayed by Maznar. Divine Fortune displayed by Augustille.
The difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Notes for Maznar: Recharge Riding Allosaurus
May attempt Treasure Hunt on Ak's turn

Notes for Augustille: May attempt Treasure Hunt on Ak's turn
Notes for Damiel: May attempt Treasure Hunt on Ak's turn
Notes for Jirelle: May attempt Treasure Hunt on Ak's turn

Notes for Seltyiel: May draw a card during Maznar's turn. Heal 3. Given Jirelle's Councilor's Ring
May attempt Treasure Hunt on Ak's turn

Jirelle - Fringes of the Eye 1-7 remain // Phantom Fog
Ak, Maznar - Mancatcher Cove 1-2 remain // Pearl of the Sirines Displayed
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Gozreh's Flow 1-10 remain // 1=Symbol of Insanity
Torture Pit 1-10 remain
Fog Bank CLOSED
Augustille, Seltyiel - Hatchery CLOSED
Dagon's Jaws 1 1-6 remain
Damiel, - Dagon's Jaws 2 CLOSED


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


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


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


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


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


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


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


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


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


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

Roaring Dragon:

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

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

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

Check to Repair
Craft
7

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

During This Scenario: Your ship is the Apparatus of the Octopus. You cannot command any other ship.

Apparatus of the Octopus:
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.

When you encounter a monster that has the Merfolk trait, either you are dealt 1d4 Combat damage or the difficulty to defeat is increased by 1d12.

The difficulty to defeat villains and henchmen that have the Merfolk trait is increased by 1d10.

Additional Rules: Story Banes

Villain: The Matron
Henchmen: Shipwreck, Sea Devils

The Matron:

Villain
Type: Monster
Traits: Giant Merfolk Aquatic
To Defeat: Combat 19
Damage dealt by The Matron is dealt to each character at your location. Before you act, another character at your location must summon and encounter the henchman Sea Devil. If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.

Krelloort:

Villain
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince. If you fail a check to defeat Krelloort, discard your hand.
"The treasure of Mancatcher Cove belongs to me!" -Krelloort

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

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.

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.

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.

Vrykolakas:

Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 8, Seltyiel/MauveAvenger

Random Cards:

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

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

Spoiler:
Koko
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

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

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

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

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

Weapons
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:
Humanbane Gladius +2
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

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

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

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

Spoiler:
Seamantle
SS
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 Cayden Cailean:
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.

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 1 Maznar/Bigguyinblack
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 2 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 2 Augustille/AbrahamZ.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Damiel/Iceman91:
Spoiler:
Hourglass Card 3 Damiel/Iceman91
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 4 Jirelle/eddiephlash
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 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 Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 11 Ak/NathanDavis:
Spoiler:
Hourglass Card 11 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 12 Seltyiel/MauveAvenger:
Spoiler:
Hourglass Card 12 Seltyiel/MauveAvenger
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Maznar/Bigguyinblack:
Spoiler:
Hourglass Card 13 Maznar/Bigguyinblack
Blessing of 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 14 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 14 Augustille/AbrahamZ.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Damiel/Iceman91:
Spoiler:
Hourglass Card 15 Damiel/Iceman91
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 16 Jirelle/eddiephlash
Blessing of 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 17 Ak/NathanDavis:
Spoiler:
Hourglass Card 17 Ak/NathanDavis
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Augustille/AbrahamZ.:
Spoiler:
Hourglass Card 20 Augustille/AbrahamZ.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Damiel/Iceman91:
Spoiler:
Hourglass Card 21 Damiel/Iceman91
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 22 Jirelle/eddiephlash:
Spoiler:
Hourglass Card 22 Jirelle/eddiephlash
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.

Location #1: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 0 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Jirelle/eddiephlash, Phantom Fog

Fringes of the Eye Card 1:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Fringes of the Eye Card 2:
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.
Fringes of the Eye Card 3:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Fringes of the Eye Card 4:
Phantom Fog
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
Fringes of the Eye Card 5:
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.
Fringes of the Eye Card 6:
The Matron
SS
Villain 2
Type: Monster
Traits:
Giant
Merfolk
Aquatic
To Defeat:
Combat 19
Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.
Fringes of the Eye Card 7:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 #2: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ak/NathanDavis, Maznar/Bigguyinblack, Displayed: Pearl of the Sirines
Mancatcher Cove 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.
Mancatcher Cove Card 2:
Crystal of Healing Hands
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

Location #3: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Sharkskin Reef Card 1 (Fortified Breastplate):
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Sharkskin Reef Card 2:
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.
Sharkskin Reef Card 3:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Sharkskin Reef Card 4:
Coral Golem
SS
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Sharkskin Reef Card 5:
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.
Sharkskin Reef 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.
Sharkskin Reef 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.
Sharkskin Reef Card 8:
Kapre
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Sharkskin Reef Card 9:
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.
Sharkskin Reef Card 10:
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.

Location #4: Gozreh's Flow
At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, move all characters at this location to one other random location.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Gozreh's Flow Card 1 (Symbol of Insanity):
Symbol of Insanity
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Gozreh's Flow Card 2:
Cyclops
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Gozreh's Flow Card 3:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Gozreh's Flow Card 4:
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.
Gozreh's Flow Card 5:
Sargassum Fiend
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Gozreh's Flow Card 6:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Gozreh's Flow Card 7:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Gozreh's Flow Card 8:
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.
Gozreh's Flow Card 9:
Goblin Lockpick
SS
Item P
Traits:
Tool
Alchemical
To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist

Gozreh's Flow Card 10:
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.

Location #5: Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Pit Card 1:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Torture Pit 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.
Torture Pit Card 3:
Animate Water
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Torture Pit Card 4:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Torture Pit Card 5:
Lady Cerise Bloodmourn
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Torture Pit Card 6:
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.
Torture Pit Card 7:
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.
Torture Pit Card 8:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Torture Pit Card 9:
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.
Torture Pit Card 10:
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.

Location #6: Fog Bank
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #7: Hatchery
Closed
At This Location: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seltyiel/MauveAvenger, Augustille/AbrahamZ., None

Location #8: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Dagon's Jaw #1

Dagon's Jaws Card 1:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Dagon's Jaws Card 2:
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Dagon's Jaws Card 3:
Insanity Daemon
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
Dagon's Jaws Card 4:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Dagon's Jaws Card 5:
Albatross
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Dagon's Jaws Card 6:
Rapier +2
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Location #9: Dagon's Jaws
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/Iceman91, Dagon's Jaw #2

Location #10: 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: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Plunder Pile Card 1:
Audessa Reyquio
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Plunder Pile Card 2:
Reflecting Buckler
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Location #11: 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: 2 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.
Cards Not In the Box Card 2:
Ederleigh Baines
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cards Not In the Box Card 3:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


Deck Handler

Pass on Treasure Hunt.


Deck Handler

treasure hunt intelligence 7 +5 revealing an animal, aided by Divine Fortune (Core): 1d6 + 1d4 + 1d6 + 1 ⇒ (2) + (1) + (4) + 1 = 8


Deck Handler

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

Out of Turn Updates: Draw card during Maznar's turn - Blessing of Sivanah. Heal 3 - Blessing of Hshurha, Gallivance, Blessing of the Spellbound. Given Jirelle's Councilor's Ring. Given Safe Harbor on Ak's turn. May attempt Treasure Hunt.

Intelligence 7+5: 1d8 + 2 ⇒ (8) + 2 = 10

Turn: Turn 8 - Blessing of Cayden Cailean

Blessing of Cayden Cailean:
Blessing of Cayden Caliean
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.

SOT: N/a

Move: Move to Mancatcher Cove

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.

Difficulty Increase: 1d12 ⇒ 3
Difficulty Increase: 1d10 ⇒ 1

For combat, reveal Golembane Hammer +2 to do Melee+1d8+2. Recharge Cloudburst to add 2d6 and its traits. . Maznar adds. 1d4+1. Pearl of the Sirines adds 1d4

Combat 13+3+1=17: 1d8 + 6 + 1d8 + 2 + 2d6 + 1d4 + 1 + 1d4 ⇒ (2) + 6 + (8) + 2 + (3, 1) + (4) + 1 + (1) = 28

Defeated. Now can attempt to close. Summon another Sea Devil. For combat, reveal Golembane Hammer +2 to do Melee+1d8+2. Maznar adds 1d4+1. Pearl pf the Sirines adds 1d4. Discard Blessing of Pharasma to Bless check once

Difficulty Increase: 1d12 ⇒ 9
Difficulty Increase: 1d10 ⇒ 1

Combat 13+9+1=23: 2d8 + 6 + 1d8 + 2 + 1d4 + 1 + 1d4 ⇒ (7, 6) + 6 + (5) + 2 + (2) + 1 + (3) = 32

Constitution 6: 1d8 + 1d4 + 1 ⇒ (1) + (2) + 1 = 4

Closed! Bury Helm of Electric Radiance. Someone can draw Pearl of the Sirines. Will display Safe Harbor at Mancatcher Cove.

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

Recovery:

Create Mindscape: Arcana 11: 1d8 + 5 + 1d4 + 1 ⇒ (3) + 5 + (3) + 1 = 12

Board Status
Most Recent BR Refresh
Divine Fortune (Core) displayed by Maznar. Divine Fortune displayed by Augustille.
The difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Notes for Maznar: Recharge Riding Allosaurus
May attempt Treasure Hunt on Ak's turn

Notes for Augustille: May attempt Treasure Hunt on Ak's turn
Notes for Damiel: May attempt Treasure Hunt on Ak's turn

Jirelle - Fringes of the Eye 1-7 remain // Phantom Fog
Ak, Maznar, Seltyiel - Mancatcher Cove CLOSED // Safe Harbor Displayed
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Gozreh's Flow 1-10 remain // 1=Symbol of Insanity
Torture Pit 1-10 remain
Fog Bank CLOSED
Augustille - Hatchery CLOSED
Dagon's Jaws 1 1-6 remain
Damiel, - Dagon's Jaws 2 CLOSED

Seltyiel wrote:

Hand: Golembane Hammer +2, Arcana Theft, Fly, Fire Snake, Cleric of Nethys, Blessing of Pharasma, Councilor's Ring,

Displayed: Safe Harbor, (Mancatcher Cove),
Deck: 14 Discard: 1 Buried: 1
Current Location: Mancatcher Cove
Hero Points: 8
5-5D Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Summon Hellhounds, Blessing of the Gods, Blessing of Hshurha, Gallivance
Recharged: Pyrotechnic Blast, Demonbane Longsword +2, Spellsword +2, Wand of Flying, Wayfarer, Protect, Blessing of Maat, Cloudburst, Create Mindscape,
Discard Pile: Blessing of Sivanah,
Buried Pile: Helm of Electric Radiance,

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

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


Deck Handler

Sot fortitude 6 revealing an animal, aided by Divine Fortune (Core): 1d8 + 1d4 + 1d6 + 2 ⇒ (8) + (4) + (6) + 2 = 20

Blessing of Pharasma in effect. Send Divine Fortune (Core) to recovery. Reveal Ring of Regeneration to recharge a random discarded card Divine Blaze. Draw Pearl of Sirines.

Move to Gozreh's Flow.

Gozreh's Flow Card 1 (Symbol of Insanity): Symbol of Insanity:

SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

divine 14 revealing an animal, revealing Headband of Inspired Wisdom: 1d10 + 1d4 + 10 ⇒ (8) + (3) + 10 = 21

Discard Pharasma's Knowing. Draw 2 cards Blessing of Gorum and Crow (Core). Recharge 2 cards Blessing of the Gods and Ring of Regeneration. Explore.

Gozreh's Flow Card 2: Cyclops:

SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

BYA examine the top card of my deck Control Weather and recharge it.

combat 22 revealing Returning Totem Spear, revealing an animal, revealing Headband of Inspired Wisdom: 1d10 + 1d8 + 1d4 + 11 ⇒ (8) + (6) + (3) + 11 = 28

Discard... Recharge Porcupine (Core) to explore.

Gozreh's Flow Card 3: Blood Hag:

SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

combat 15 revealing Returning Totem Spear, revealing an animal, revealing Headband of Inspired Wisdom: 1d10 + 1d8 + 1d4 + 11 ⇒ (10) + (4) + (1) + 11 = 26

Draw Gray Maiden Plate to prevent 1 fire damage. Discard Crow (Core) and Gray Maiden Plate to the other 2.

Display Pearl of Sirines at a location of Augustille's choice.

Maznar ends their turn.

Maznar attempts to recover all cards in their Recovery pile.
Divine Fortune (Core): Divine 13: 1d10 + 1d4 + 10 ⇒ (4) + (4) + 10 = 18 -> Divine Fortune (Core) recharged.

Maznar wrote:

Hand: Returning Totem Spear, Headband of Inspired Wisdom, Blessing of Gorum, Embiggen, Renewal, Divine Blaze (Core), Breath of Life,

Displayed: Shoanti Barbarian Hide, Pearl of Sirines,
Deck: 7 Discard: 7 Buried: 0
"Current Location: Gozreh's Flow
Hero Points: 5"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused

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

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Riding Allosaurus, Divine Blaze, Blessing of the Gods, Ring of Regeneration, Control Weather, Porcupine (Core), Divine Fortune (Core),
Discard Pile: Blessing of Pharasma, Blessing of Milani, Seaborne Trident +1, Mastiff, Pharasma's Knowing, Crow (Core), Gray Maiden Plate,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2

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

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

"Board Status
Most Recent BR Refresh
Divine Fortune displayed by Augustille.
The difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Notes for Augustille: May attempt Treasure Hunt on Ak's turn. Choose location for Pearl of Sirens.
Notes for Damiel: May attempt Treasure Hunt on Ak's turn

Jirelle - Fringes of the Eye 1-7 remain // Phantom Fog
Ak, Seltyiel - Mancatcher Cove CLOSED // Safe Harbor Displayed
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Maznar - Gozreh's Flow 4-10 remain
Torture Pit 1-10 remain
Fog Bank CLOSED
Augustille - Hatchery CLOSED
Dagon's Jaws 1 1-6 remain
Damiel, - Dagon's Jaws 2 CLOSED"


Deck Handler

Off turn: On Ak's turn, attempt Treasure Hunt, recharging Truthspeaker and Fox
Int 7+5=12, df, headband: 1d4 + 1d6 + 1d4 + 2d4 ⇒ (3) + (1) + (2) + (2, 1) = 9

On Maznar's turn: can't draw a card due to no longer having Fox in hand. Display Pearl of Sirines at Gozreh's Flow

It is the hour of Kelizandri

Augustille power: at the start of your turn, discard a card (Discard Spellsword +2), 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 Gozreh's Flow Card 4=Storm).

Divine Fortune goes to Recovery

Move to: Gozreh's Flow
Location Power: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.

Per Discord, Maznar casts Renewal - both Maznar and Augustille draw a card - Steal Soul

skip free exploration to avoid Storm

Discard Crystal Ball to examine top 3 of location and reorder as: Blessing of the Gods, Sargassum Fiend, Storm, then explore

Auto acquire BoG

Discard Blessing of the Gods to explore

Gozreh's Flow Card 5 is Sargassum Fiend:

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

Perception 12, maznar, headband: 1d10 + 7 + 1d4 + 1 + 1d4 ⇒ (10) + 7 + (2) + 1 + (4) = 24
Display Steal Soul

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

Recovery Phase:
Recharge Divine Fortune? Divine 13, maznar, steal soul, headband: 1d10 + 6 + 1d4 + 1 + 2d4 ⇒ (8) + 6 + (4) + 1 + (3, 4) = 26

Reset Hand

At the start of Damiel's turn: send Wand of Restorative Touch to Recovery to heal Maznar
Healing: 1d4 + 1 ⇒ (3) + 1 = 4

Recharge Wand? Divine 12, headband, ss: 1d10 + 6 + 2d4 ⇒ (1) + 6 + (2, 3) = 12

"Board Status
Most Recent BR Refresh

The difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Notes for Maznar: Cast Renewal on Augustille's turn - draw a card. Heal 4 at the start of Damiel's turn.

Notes for Damiel: May attempt Treasure Hunt on Ak's turn
Notes for Jirelle: May draw a card at the starrt of Maznar's turn.

Jirelle - Fringes of the Eye 1-7 remain // Phantom Fog
Ak, Seltyiel - Mancatcher Cove CLOSED // Safe Harbor Displayed
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Maznar, Augustille - Gozreh's Flow 4, 7-10 remain // Pearl of the Sirines Displayed. 4=Storm
Torture Pit 1-10 remain
Fog Bank CLOSED
Hatchery CLOSED
Dagon's Jaws 1 1-6 remain
Damiel, - Dagon's Jaws 2 CLOSED"

"

Augustille wrote:

Hand: Repelling Pike +1, Flaming Falcata +3, Fly, Icy Prison (Core), Headband of Mental Superiority, Fox, Prayer,

Displayed: Steal Soul,
Deck: 14 Discard: 4 Buried: 0
Current Location: Gozreh's Flow
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lyrune-quah Truthspeaker, Animated Shield, Aqueous Orb, The Lady of Mysteries, Divine Blaze, Sword Cane Pistol +2, Wolf, Major Cure, Pharasma's Knowing, Blessing of Pharasma, Find Traps, Fortune-Teller (Core)
Recharged: Divine Fortune, Wand of Restorative Touch,
Discard Pile: Nethys's Duality, Spellsword +2, Crystal Ball, Blessing of the Gods,
Buried Pile:

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

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

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

"


Deck Handler

After Augustille's move cast Renewal drawing Riding Allosaurus. Auto recover renewal. Heal for 4 at the start of Damiel's turn. Thanks!


Alchemist / Alchemy / Ranged | Deck Handler

Off-turn: Treasure Hunt
Int 7+#=12: 1d10 + 3 ⇒ (7) + 3 = 10

Damiel's turn
Hour of Kelizandri

Move to Fringes of the Eye
The difficulty of checks to defeat barriers is increased by 3.

Free explore of #1: Blessing of the Gods
Automatic

Discard Twitch Tonic to explore #2: Ambush
Choose to fail - only monster left is the story bane.

Forced examine of Albatross Soup, Phantom Fog, Ambush, The Matron (Villain!)

Encounter The Matron
Suffer 1d4 ⇒ 2 combat damage, reveal Steel Ibis Lamellar to absorb - no d12 increase.
Merfolk - 1d10 ⇒ 10 increase

BA: Jirelle must face a Sea Devil.
CtD: Banish Bottled Lightning, discard BotG to copy Kelizandri, six dice
Combat 19+10=29: 1d10 + 6 + 3d8 + 2d10 - 6 ⇒ (6) + 6 + (3, 1, 7) + (6, 2) - 6 = 25 Hero point
Combat 19+10=29: 1d10 + 6 + 3d8 + 2d10 - 6 ⇒ (5) + 6 + (5, 2, 1) + (9, 10) - 6 = 32 Success

The Matron is banished, Krelloort is shuffled into the Fringes.

End turn
Recover Bottled Lightning - automatic

Damiel wrote:

Hand: Steel Ibis Lamellar, Sunrod, Liquid Persuasion, Bottled Lightning 2, Belt of Physical Might, Ederleigh Baines, The Winged Serpent, The Prince of Pain,

Displayed:
Deck: 10 Discard: 5 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
NOTES:
Available Support: Bottled Lightning can canceled a nasty BA effect. Liquid Persuasion adds d10+6 to any Wis or Cha check. Blessings are available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Major Cure, Blessing of the Elements, Corrosion, Vindicator, Potion of Heroism, Sergeant-at-arms
Recharged: Potion of the Ocean, Twitch Tonic (Core), Flame Cannon, Bottled Lightning 1,
Discard Pile: The Cyclone, Acid Flask, The Inquisitor, Twitch Tonic, Blessing of the Gods,
Buried Pile:

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

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

Board Status
Most Recent BR Refresh

The difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Notes for Jirelle: May draw a card at the start of Maznar's turn. Fight Sea Devil on Damiel's turn

Jirelle, Damiel - Fringes of the Eye 3,4,5,7,? remain // Shuffled. Phantom Fog and Krelloort present
Ak, Seltyiel - Mancatcher Cove CLOSED // Safe Harbor Displayed
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Maznar, Augustille - Gozreh's Flow 4, 7-10 remain // Pearl of the Sirines Displayed. 4=Storm
Torture Pit 1-10 remain
Fog Bank CLOSED
Hatchery CLOSED
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 CLOSED


Deck Handler

Off turn, draw a card: Rekkish. Then encounter Sea Devil. Take the combat damage.
Damage: 1d4 ⇒ 2 Discard diviner's blight.
Difficulty: 13 + 1d10 ⇒ 13 + (6) = 19
Reveal Vampiric Backsword.
Combat 19: 1d10 + 6 + 1d6 + 3 ⇒ (4) + 6 + (6) + 3 = 19 Success! Reload backsword to heal 1: Blessing of Besmara. Recharge Kukri to heal another: Shadowless Sword.

Start turn. Hour is Gozreh. Move to Torture Pit. Explore: Electricity Arc Trap. Recharge Black Arrow Ranger.
Dex 12: 1d10 + 4 + 1d6 + 1 ⇒ (2) + 4 + (6) + 1 = 13 Defeated!

Discard Dandy Brute to explore: Sea Devil. This time, take the difficulty increase.
Difficulty: 13 + 1d10 + 1d12 ⇒ 13 + (1) + (5) = 19 Lucky, tbh
Reveal Aiger's Kiss. Recharge midnight lord to double bless.
Combat 19: 3d10 + 6 + 1d6 + 2 ⇒ (10, 7, 10) + 6 + (2) + 2 = 37 Success.

Attempt to close. Ask for blessing, maybe Damiel's The Winged Serpent which should recharge
Dex 11: 2d10 + 4 ⇒ (2, 1) + 4 = 7 Swash reroll the 1.
Dex 11: 2 + 1d10 + 4 ⇒ 2 + (9) + 4 = 15 Success!

WPC, bury a card: Aiger's Kiss.

End turn, shuffle Rekkish to heal 1: Dandy Brute. Reset hand, drawing 7.

"

Jirelle wrote:

Hand: Hatchetbird, Blessing of Besmara, Shining Wayfinder, Vampiric Backsword +3, Black Arrow Ranger, Rekkish, Keen Rapier +3, Blessing of Erastil,

Displayed: Mask of Stolen Mien,
Deck: 11 Discard: 2 Buried: 1
Hero Points: 7
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 Abadar, Blessing of Maat, Avimar Sorrinash, Shadowless Sword, Sawtooth Sabre +2, Blessing of the Midnight Lord, Dandy Brute, Blessing of Zon-Kuthon, Blessing of Lady Lastbreath, Fortune-teller, Invigorating Kukri +1
Recharged:
Discard Pile: Mase Darimar, Diviner's Blight,
Buried Pile: Aiger's Kiss,

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

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

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

Board Status
Most Recent BR Refresh

The difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Damiel - Fringes of the Eye 3,4,5,7,? remain // Shuffled. Phantom Fog and Krelloort present
Ak, Seltyiel - Mancatcher Cove CLOSED // Safe Harbor Displayed
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Maznar, Augustille - Gozreh's Flow 4, 7-10 remain // Pearl of the Sirines Displayed. 4=Storm
Jirelle - Torture Pit CLOSED
Fog Bank CLOSED
Hatchery CLOSED
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 CLOSED

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