[PFSACG]The Full Adventure

Game Master TColMaster

Base set:6
https://pacg.fandom.com/wiki/Skull_%26_Shackles_Base_Set
Set 1:1
https://pacg.fandom.com/wiki/The_Wormwood_Mutiny
Set 2:3
https://pacg.fandom.com/wiki/Raiders_of_the_Fever_Sea
Set 3:3
https://pacg.fandom.com/wiki/Tempest_Rising
Set 4:3
https://pacg.fandom.com/wiki/Island_of_Empty_Eyes
Set 5:1
https://pacg.fandom.com/wiki/The_Price_of_Infamy
Set 6:2
https://pacg.fandom.com/wiki/From_Hell%27s_Heart

S&S Ship Rules:

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location,
you are commanding your party’s ship. All characters at your location
are on the ship; characters at other locations are not on the ship. If
you move or are moved while commanding the ship, other characters
on the ship may choose to move with you. Effects that restrict
movement still apply—if something prevents you from moving, you
can’t move; if something is preventing another character at your
location from moving, that character cannot move with you. Any
character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are
at the ship’s location, you are commanding your party’s ship; all
characters at your location are on the ship. You may not choose to
move an anchored ship. If your character moves or is moved from the
ship’s location, you are no longer on the ship or commanding it, and
other characters may not choose to move with you.

ENCOUTERING SHIPS
While you are commanding a ship, you may encounter other ships. If
you are not commanding a ship, banish any ship you would encounter.

Even though a ship is neither a bane nor a boon, encountering
a ship is much like encountering a bane: if you don’t evade it, you
must attempt a check to defeat it. If you succeed at all of the checks
required to defeat a ship, and your ship is not wrecked, stash a
plunder card (see Plunder Cards below). If you fail a check to defeat
a ship, it does not deal damage to your character; instead, it deals
Structural damage to your ship (see Structural Damage below).
Whether you succeed or fail to defeat a ship, unless you seize it (see
Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship,
it replaces your current ship, which is banished. Take any plunder
cards that were under your original ship and put them under your
new ship. Seizing a ship does not allow you to check it off on your
fleet card.
If your ship is anchored, and you seize another ship, that ship is
now anchored.

Structural Damage
Structural damage is a special type of damage; it does not affect
characters, and it is the only type of damage that affects ships.
Cards that reduce damage only to characters do not affect Structural
damage. If you fail a check to defeat a ship, it deals an amount of
Structural damage to your ship equal to the difference between the
difficulty to defeat the ship and your check result.

When your ship is dealt Structural damage, first apply any powers
on the ship card or other cards in play that reduce or increase that
damage. Then characters may play cards or use powers that affect
Structural damage. Finally, any character may discard any number
of cards from his hand to reduce Structural damage by 1 for each
such discarded card. If the Structural damage is reduced to 0, the
ship is unaffected.

If a ship that is not already wrecked is successfully dealt any
Structural damage, it is wrecked (see Wrecked Ships below); you
do not need to discard cards equal to the amount of damage—the
effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural
damage, discard a number of cards from the blessings deck equal to
the amount of damage successfully dealt to the ship.

Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked
state. When commanding a wrecked ship, at the start of your move
step, you may attempt the check to repair the ship listed on the ship
card; if you succeed, the ship is no longer wrecked, so you turn the
ship card faceup. If you move while commanding a wrecked ship,
other characters cannot choose to move with you. When a ship is
wrecked, you can never stash more plunder cards under it (see
Plunder Cards below). At the end of any turn, if your ship is wrecked,
banish 1 random plunder card from under the ship.

Plunder Cards
Plunder cards commonly represent potential rewards carried on your
ship. When you stash a plunder card, roll 1d6 on the table below,
draw 1 card of the corresponding type from the box without looking
at the card, and unless otherwise instructed, put the plunder card
facedown under your ship.
PLUNDER TABLE
d6 Card Type
1 weapon
2 spell
3 armor
4 item
5 ally
6 choose 1 of the above 5 card types
If you win the scenario, treat any plunder cards under your ship as
you do loot; if you lose the scenario, put them back in the box. You
don’t get to use plunder cards while they’re under your ship card, so
do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario (see page 7).
You also stash 1 plunder card if you defeat a ship while your ship is
not wrecked (see Encountering Ships on page 17).
If you are instructed to add a plunder card to your hand or to a
deck, roll on the Plunder Table, draw the corresponding card from the
box, and add it as you would any other card. (This does not count as
stashing a plunder card.)


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Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Turn Order Celeste/Matsu_Kurisu, Ukuja/tcolmaster01, Lirianne/Grizzly

Out of turn updates
Lirianne's turn
Hirgenzosk?: 1d12 ⇒ 4 No
Hirgenzosk?: 1d12 ⇒ 12 No

Hour = 1 Celeste/Matsu_Kurisu: Blessing of The Gods

Start of Turn
At: #2: Scar Bay

Celeste.Examine, recharging( ) to examine ( )

Give: No

Move: #3: Lonely Island

At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.

Recovery Augury (Old) (Barrier)
Lonely Island Card 2: Flaming Longbow +2, Weapon 5 - Shuffle
Lonely Island Card 3: Becalmed, Barrier 2 - Recharge
Lonely Island Card 1 (Crawling Cyclops Hands): Crawling Cyclops Hands, Barrier 4 - Recharge

Recovery Bound Lantern Archon, examine 3(Safety Bubble, Wayfinder, Embiggen), rearrange(Embiggen, Wayfinder, Safety Bubble, ), then Draw = Embiggen

Free explore Top card (2,4-8): 1d6 ⇒ 2 = Lonely Island Card 2: Flaming Longbow +2, Weapon 5: Dexterity 13

Spoiler:
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.

Turn paused

Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Turn continued
Free explore = Lonely Island Card 2: Flaming Longbow +2, Weapon 5: Dexterity 13
Dexterity 1d8, Steal Soul +1d4, loneli island +1d4
Dexterity 13: 1d8 + 1d4 + 1d4 ⇒ (6) + (3) + (2) = 11 Banished

Discard Blessing of Nethys, examie 2(Top card (4-8): 1d5 ⇒ 3, Top card (4-8): 1d4 ⇒ 2) rearrange(Lonely Island Card 6: Breastplate of the Deep, Armor 5; Lonely Island Card 5: Speed,Spell B) then explore =
Lonely Island Card 6: Breastplate of the Deep, Armor 5: Constitution 11

Spoiler:
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.

Constitution 1d6, reveal lt Besmara's Tricorne +1d8, Steal Soul +1d4, loneli island +1d4
Constitution 11: 1d6 + 1d8 + 1d4 + 1d4 ⇒ (2) + (1) + (4) + (4) = 11 Acquired

End of Turn
Celeste.Examine, recharging( ac Breastplate of the Deep) to examine(Fringes of the Eye Card 1: Blessing of the Gods, Blessing B )

Recovery
You automatically succeed at your check to recharge a card that has the Arcane trait. May Shuffle
Bound Lantern Archon: Arcane 10
Arcane 1d10+4+2, Steal Soul +1d4
Arcane 10: 1d10 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (1) = 10 Recharged
Augury (Old) - Shuffled

Reset
Recharge
Discard
Draw Disintegrate, The Healing Light

Summary
Location = Lonely Island: 5, random(4,7,8),3,1
Acquired = 6: Breastplate of the Deep
Banished = 2: Flaming Longbow +2,
Examined = 5: Speed
Added =

Displayed =

Seized =

Plunder =

Examined = Fringes of the Eye Card 1: Blessing of the Gods, Blessing B

From Box =

Give =

Used =

Other = lt Impossible Bottle - Reduce Structural damage dealt to your ship by 2.,

"

Celeste wrote:

Hand: ac Falchion +3, Embiggen, Cleric of Nethys, Vreva Jhafae, lt Besmara's Tricorne, Disintegrate, The Healing Light,

Displayed: lt Impossible Bottle, Steal Soul,
Deck: 13 Discard: 3 Buried: 2
Hero Points: 1
NOTES:
Available Support: Distant: Any support available.
Local:
Other[/b
[b]Movement:
On Close:
Other: Hi I'm Celeste! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Fire Snake, Wayfinder, Augury (Old), Numerology and Runes, Safety Bubble, ac Breastplate of the Deep, ac Humanbane Gladius +2, Channel the Gift, ac Helpful Haversack, Bound Lantern Archon, Spite Cloud, Blessing of the Seventh Veil
Recharged:
Discard Pile: ac Blessing of Sivanah, Blessing of Pharasma, Blessing of Nethys,
Buried Pile: Blessing of Abadar, Sage's Journal (Core),

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: INT+2
- Survival: INT+2
Wisdom d6 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: CHA+2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
You may discard ([X] or recharge) a card to add 1d8 ([X] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a card that has the Arcane trait. ([X] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
☐ When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
[X] When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Ukuja Deck Handler|||Ultimate Wilderness||| Hunter Deck

Out of Turn Updates: None

Turn - Hour:Blessing of Hshurha
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Explore: Enemy Ship
rng 1,3-7,9-17,19: 1d16 ⇒ 1
Survival 8: 1d10 + 5 ⇒ (9) + 5 = 14
Defeated
When Closing: Discard a card from the blessing deck - DONE.
WPC Plunder Card: 1d6 ⇒ 3

Ukuja ends their turn.

Ukuja attempts to recover all cards in their Recovery pile.

Ukuja resets their hand.

[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Ukuja wrote:

Hand: Raise Animal, Improvised Club, Saber Toothed Tiger, Hawkmoon Bow, Stag, Frozen Crossbow, Blessing of Achaekek, Blessing of Chaldira Zuzaristan,

Displayed: Giant Chameleon, White Tiger,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Erastil, Angelstep, Blessing of the Everbloom, Elk, Demonbane Light X-Bow +1, Cloud Puff, Monkey, Blessing of Abadar, Marksman's Bow, Thylacine
Recharged: Snow Leopard, Cure (Core),
Discard Pile: Blessing of Milani, Aspect of the Snake,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dex +2
White Tiger Acrobatics: Dex +2
Giant Chameleon Stealth: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Surivival: Wisdom +3
Charisma d4 ☐ +1

Cohort: Each scenario, choose 2 Hunter Class Deck cohorts
Favored Card: Ally or Weapon
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, Weapons, Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead. ([X] Then you may recharge a card and draw a card.)
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier). (☐ If the bane has the Demon or Outsider trait, you may instead recharge the card).
[X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[X] At the end of your turn, you may examine the top card of your location deck. (☐ If it is a bane that has the Demon or Outsider trait, you may encounter it.)
☐ Add 1d4 to your (☐ or a character at your location's) check against a summoned bane.
[x]Treat your powers that say ""Animal"" as if they say ""Animal or Vermin.""

"


During This Adventure:

During This Scenario:

Additional Rules: When you would choose your party’s ship, each character
instead randomly chooses a class 6 or lower ship and stashes
a plunder card under it. On your turn, you are commanding
your own ship. You are only on your ship, and you cannot move
with another character when she moves during her move step.
When your ship is dealt Structural damage, only you can reduce
damage to your ship.

The difficulty to defeat ships is increased by the number of
open locations.

If your ship is wrecked at the end of your move step, put it in a
defeated pile next to the scenario and choose another ship from
the box to be your ship. If there are more ships in the defeated
pile than the number of characters, you lose the scenario.

To win the scenario, close all locations.

When you earn a deck upgrade from this scenario, you may
choose from either your own plunder or the party’s acquired
cards.

Scenario Level (#): 6

Turn: 12, Lirianne/Grizzly

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

Monsters
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:
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 Sniper
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.

Spoiler:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Spoiler:
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:
Necromantic Deathtrap
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

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

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

Spoiler:
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:
Necromantic Deathtrap
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Weapons
Spoiler:
Venomous Pike +2
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spoiler:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

Spoiler:
Flaming Icy Axe +1
RotR
Weapon 6
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

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

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

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

Spoiler:
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.

Armors
Spoiler:
Fortress Shield
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
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:
Entropy Shield
RotR
Armor 6
Traits:
Arcane
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Bury this card to defeat a barrier with the Lock trait.
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:
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:
Nautical Charts
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.

Spoiler:
Boots of Teleportation
RotR
Item 6
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 9
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

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

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

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

Spoiler:
Stag
None
Ally 5
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 9
At the start or end of your turn, discard this card to move; add 1d6 to any check required to move.
Discard this card to explore your location. During this exploration, add 1d8 to your Acrobatics and Perception checks.

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

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

Spoiler:
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Current Hour:

Blessing of Norgorber:
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.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Celeste/Matsu_Kurisu
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After 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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 2 Ukuja/tcolmaster01
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 3 Lirianne/Grizzly:
Spoiler:
Hourglass Card 3 Lirianne/Grizzly
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Celeste/Matsu_Kurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 5 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 6 Lirianne/Grizzly
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Celeste/Matsu_Kurisu
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 8 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 8 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 9 Lirianne/Grizzly
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After 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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Celeste/Matsu_Kurisu
Blessing of Wind and Waves
None
Blessing 5
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 9
OR Divine 10
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Display this card next to a location deck. While displayed, add 2 dice to checks to close this location. When the location is closed, recharge this card and a random card from your discard pile.
After you play this card, if the top card of the blessings discard pile has the Gozreh trait, you may examine the top card of up to 2 location decks.
Hourglass Card 11 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 11 Ukuja/tcolmaster01
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 12 Lirianne/Grizzly:
Spoiler:
Hourglass Card 12 Lirianne/Grizzly
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Celeste/Matsu_Kurisu
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 14 Ukuja/tcolmaster01
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 15 Lirianne/Grizzly:
Spoiler:
Hourglass Card 15 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Celeste/Matsu_Kurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 17 Ukuja/tcolmaster01
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.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Pinnacle Atoll
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lirianne/Grizzly, Ukuja/tcolmaster01, None

Location #2: Scar Bay
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/Matsu_Kurisu, None

Lonely Island Card 1 (Speed):
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Lonely Island Card 2:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Lonely Island Card 3:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
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.
Lonely Island Card 4:
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.
Lonely Island Card 5 (Crawling Cyclops Hands):
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Lonely Island Card 6:
Becalmed
SS
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Location #4: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Permanently Closed: .
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None
Fringes of the Eye Card 1 (Blessing of the Gods):
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Fringes of the Eye Card 2:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
Fringes of the Eye Card 3:
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.
Fringes of the Eye Card 4:
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.


Lirianne Deck Builder||

Start of Turn
Move to Fringes of the Eye
Explore location.

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.

Acquired!

Discard Blessing of the Gods 2 to Explore again

Fringes of the Eye Card 2: Trapped Spellbook:

RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Discard Blessing of Alkenstar for +d10
Attempt to defeat Int 15: 1d8 + 2 + 1d10 ⇒ (5) + 2 + (10) = 17 Defeated!
recharge Blessing of Alkenstar

Random Spells from defeating trap: 1d4 ⇒ 3 3 Spells acquired
Spells -> Protect (Spell 2), Rage (Spell 1), and Animate Water (Spell 3)

End of Turn:
Discard Protect and Animate Water

Summary
Acquired: Blessing of the Gods, Protect, Rage, Animate Water
Banished: Trapped Spellbook
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Lirianne wrote:

Hand: Blessing of Calistria, Navigator Musket +1, Alkenstar Pistol, Blessing of Abadar 2, Enervating Pistol +3, Dancing Scimitar +2, Rage,

Displayed: Adamantine Bullets,
Deck: 13 Discard: 8 Buried: 1
Current Location: Fringes of the Eye
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Owl, Black Arrow Ranger, Surgeon, Thieves' Tools, Emerald of Dexterity, Lucky Rifle +2 2, Poisoned Bullets, Sniper's Studded Leather, Old Salt, Old Salt (Loot), Shock Bullets, Quartermaster
Recharged: Blessing of Alkenstar,
Discard Pile: Blessing of Pharasma, Blessing of Alkenstar 2, Blessing of the Gods, Blessing of Abadar, Blessing of Gorum, Blessing of the Gods 2, Protect, Animate Water,
Buried Pile: Lucky Rifle +2,

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""

Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Turn Order Celeste/Matsu_Kurisu, Ukuja/tcolmaster01, Lirianne/Grizzly

Out of turn updates

Hour = 1 Celeste/Matsu_Kurisu: Blessing of Nethys

Start of Turn
At: #3: Lonely Island

Celeste.Examine, recharging( ) to examine ( )

Give: No

Move: No

At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.

Free explore = Lonely Island Card 1: Speed, Spell B: Arcane 6

Spoiler:
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Arcane 1d10+4+2, Steal Soul +1d4, loneli island +1d4
Arcane 6: 1d10 + 4 + 2 + 1d4 + 1d4 ⇒ (10) + 4 + 2 + (1) + (3) = 20 Acquired

Discard Cleric of Nethys, examine 2(Lonely Island Card 2: Occluding Field, Barrier 6 , Lonely Island Card 3: Enemy Ship, Henchman B
), rearrange(3: Enemy Ship, 2: Occluding Field) the explore =
Lonely Island Card 3: Enemy Ship, Henchman B: Special

Spoiler:
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
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.

Summoned Ship(1,3-7,9-17,19): 1d16 ⇒ 2 Wormwood: Survival 19(7+6+6)

Survival 1d8+2+2, reveal lt Besmara's Tricorne +1d8, Steal Soul +1d4, Lonely Island +1d4, discard The Healing Light +1d8
Display Embiggen d4->d8, d6->d10, d8->12, d10->d12, d12->d20
Survival 17: 1d12 + 2 + 2 + 1d12 + 1d8 + 1d8 + 1d12 ⇒ (1) + 2 + 2 + (7) + (1) + (7) + (12) = 32 Success
Plunder: 1d6 ⇒ 6 Choosing Spell
The Healing Light(1-4): 1d4 ⇒ 1

Location #3: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally. (Vreva Jhafae) - CLOSED
When Permanently Closed: On closing, draw a random ally from the box and recharge it. (Al1 Coral Capuchin, Ally 1 )

Allo locations closed. We win??


DEVELOPMENT
What a battle! While you were devastating a squadron of
Chelish vessels, another captain aimed her ship straight
at Admiral Thrune herself... and emerged victorious! Seems like
the winds are changing. Before long, there might be a change in
leadership as well. The Hurricane King could have a rival soon.
You’ve got other matters on your mind. Now that the armada’s
been defeated, you can return to tracking down the giants
mentioned on the bone fragments. The mystery continues!

REWARD
Each character chooses weapon or spell and draws a card of that type from the box.
Old Salt (Ally B)
Breastplate of the Deep (Armor 5)
Benevolent Buckler (Armor 1)
Blessing of Gorum (Blessing B)
Blessing of Sivanah (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Pharasma (Blessing B)
Helpful Haversack (Item 1)
Speed (Spell B)
Protect (Spell 2)
Rage (Spell 1)
Animate Water (Spell 3)
Humanbane Gladius +2 (Weapon 5)
Dancing Scimitar +2 (Weapon 5)
Falchion +3 (Weapon 6)


0-6C: THE MONSTER MARSH
After piecing together an ancient letter, you set course for an
ancient area of the Sodden Lands, where the inhabitants of a
once-great kingdom of giants devolved into savagery. Brineborn
giants still dwell in ruins, guarding secrets of ages long gone.

As you trudge across the shore, the ground shakes beneath
your feet. You’ll have to move quickly. Primitive tribes preserve
the lore of many ancient cults and religions, including secrets
about... HER... the entity who has brought you such torment.
The leader of these aquatic marsh giants might know more.

You’d probably find it easier to cope if you could give HER a
name. As you run from the patrolling giants into the crumbling
ruins, your notice strange sigils adorning worn surfaces. They
bear a fearful resemblance to the cryptic mark you saw carved in
your forehead. A name rises to the periphery of your mind.

SHE is the Shrouded Queen... and these brineborn giants are
her loyal servitors. Trouble doesn’t get much bigger than this.


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 0, Celeste/Matsu_Kurisu

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

Monsters
Spoiler:
Warden of Wind
RotR
Monster 6
Traits:
Giant
To Defeat:
Combat 22
Damage dealt by the Warden of Wind is dealt to each character at this location.

Spoiler:
Mummy
RotR
Monster 5
Traits:
Mummy
Undead
To Defeat:
Combat 21
The Mummy is immune to the Cold and Poison traits.
Add 1d8 to attempts to defeat the Mummy with the Fire trait.
If undefeated, after the encounter, bury your discard pile.

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

Spoiler:
Succubus
RotR
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

Spoiler:
Clay Golem
RotR
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 21
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

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:
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.

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

Spoiler:
Necromantic Deathtrap
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Weapons
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.

Spoiler:
Thorn Bow
None
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Survival 12
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 2. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to evade the bane and put it on top of its location deck.
If proficient with weapons, put this card on top of your deck to add 1d4+1 to a combat check by a character at another location.

Spoiler:
Flaming Ranseur +3
RotR
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing
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 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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:
Acidic Sling +3
RotR
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.

Spells
Spoiler:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Blizzard
RotR
Spell 5
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Seek Quarry
None
Spell 6
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 13
Discard this card to examine the top 5 cards of any location deck. When you put them back, you may set aside 1 examined villain or henchman. Shuffle the remaining examined cards and put them on the bottom of the location deck; put any card you set aside on top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 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.

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:
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:
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:
Fortress Shield
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Ring of Regeneration
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

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

Spoiler:
Nautical Charts
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.

Allies
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:
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:
Sacred Killer
RotR
Ally 5
Traits:
Half-Orc
Rogue
To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.

Spoiler:
Tessa Fairwind
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Morgiv
RotR
Ally 6
Traits:
Enshrouded
To Acquire:
Charisma
Diplomacy 13
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.

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

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

Spoiler:
Blessing of 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 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:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 1 Ukuja/tcolmaster01
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Lirianne/Grizzly:
Spoiler:
Hourglass Card 2 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 Celeste/Matsu_Kurisu
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 4 Ukuja/tcolmaster01
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Lirianne/Grizzly:
Spoiler:
Hourglass Card 5 Lirianne/Grizzly
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 6 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Celeste/Matsu_Kurisu
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 7 Ukuja/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Lirianne/Grizzly:
Spoiler:
Hourglass Card 8 Lirianne/Grizzly
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 10 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 11 Lirianne/Grizzly
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 13 Ukuja/tcolmaster01
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Lirianne/Grizzly:
Spoiler:
Hourglass Card 14 Lirianne/Grizzly
Blessing of Old Deadeye
None
Blessing 5
Traits:
Divine
Erastil
To Acquire:
Dexterity
Ranged 8
OR Divine 10
Recharge this card to add 1 die to any Ranged check.
On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Discard this card to explore your location. During this exploration, on your Perception and Ranged checks, add 1d8.
After you play this card, if the top card of the blessings discard pile has the Erastil trait, you may draw a card.
Hourglass Card 15 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 16 Ukuja/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Lirianne/Grizzly:
Spoiler:
Hourglass Card 17 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 Celeste/Matsu_Kurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 19 Ukuja/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Lirianne/Grizzly:
Spoiler:
Hourglass Card 20 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 21 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 22 Ukuja/tcolmaster01
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 23 Lirianne/Grizzly:
Spoiler:
Hourglass Card 23 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 24 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 24 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 25 Ukuja/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 26 Lirianne/Grizzly:
Spoiler:
Hourglass Card 26 Lirianne/Grizzly
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 27 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 27 Celeste/Matsu_Kurisu
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 28 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 28 Ukuja/tcolmaster01
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 29 Lirianne/Grizzly:
Spoiler:
Hourglass Card 29 Lirianne/Grizzly
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 30 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 30 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #2: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #3: Teleportation Chamber
At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically.
When Permanently Closed: On closing, move to another location.
M: 3 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Celeste - 0-6C: THE MONSTER MARSH

Card upgrades
Nil

Loot
Besmara's Tricorne: 1d1 ⇒ 1, Byzantine Lexicon out
Impossible Bottle: 1d1 ⇒ 1, Binder's Tome out.

Ship vote
=

Starting Location
= #1: Ghol-Gan Ruins - Going to move to #3: Teleportation Chamber to try and mine for Spells

Starting Hand

"

Celeste wrote:

Hand: Wayfinder, Blessing of the Spellbound, lt Besmara's Tricorne, Channel the Gift, Cleric of Nethys, Embiggen, Blessing of Nethys,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Any support available.
Local:
Other[/b
[b]Movement:
On Close:
Other: Hi I'm Celeste! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Numerology and Runes, Blessing of Abadar, Fire Snake, Blessing of the Seventh Veil, Blessing of Pharasma, lt Impossible Bottle, Sage's Journal (Core), Disintegrate, Augury (Old), Bound Lantern Archon, Safety Bubble, The Healing Light, Steal Soul, Vreva Jhafae, Spite Cloud
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: INT+2
- Survival: INT+2
Wisdom d6 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: CHA+2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
You may discard ([X] or recharge) a card to add 1d8 ([X] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a card that has the Arcane trait. ([X] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
[X] When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
[X] When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Lirianne Deck Builder||

Starting Location:
Great Stone Bridge

Lirianne wrote:

Hand: Old Salt, Alkenstar Pistol, Blessing of Abadar, Blessing of Abadar 2, Emerald of Dexterity, Lucky Rifle +2, Blessing of Alkenstar,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Black Arrow Ranger, Blessing of Alkenstar 2, Lucky Rifle +2 2, Sniper's Studded Leather, Clockwork Owl, Poisoned Bullets, Enervating Pistol +3, Thieves' Tools, Enervating Pistol +3 2, Blessing of the Gods, Blessing of Calistria, Surgeon, Quartermaster, Adamantine Bullets, Shock Bullets, Navigator Musket +1
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""


Ukuja Deck Handler|||Ultimate Wilderness||| Hunter Deck

Starting Location: Ruined Amphitheater

"

Ukuja wrote:

Hand: Blessing of Erastil, Thylacine, Demonbane Light X-Bow +1, Saber Toothed Tiger, Improvised Club, Cloud Puff, Blessing of Milani, Frozen Crossbow,

Displayed: Giant Chameleon, White Tiger,
Deck: 14 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Raise Animal, Blessing of Chaldira Zuzaristan, Monkey, Blessing of Achaekek, Snow Leopard, Hawkmoon Bow, Blessing of the Everbloom, Aspect of the Snake, Blessing of Abadar, Cure (Core), Elk, Stag, Angelstep, Marksman's Bow
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dex +2
White Tiger Acrobatics: Dex +2
Giant Chameleon Stealth: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Surivival: Wisdom +3
Charisma d4 ☐ +1

Cohort: Each scenario, choose 2 Hunter Class Deck cohorts
Favored Card: Ally or Weapon
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, Weapons, Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead. ([X] Then you may recharge a card and draw a card.)
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier). (☐ If the bane has the Demon or Outsider trait, you may instead recharge the card).
[X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[X] At the end of your turn, you may examine the top card of your location deck. (☐ If it is a bane that has the Demon or Outsider trait, you may encounter it.)
☐ Add 1d4 to your (☐ or a character at your location's) check against a summoned bane.
[x]Treat your powers that say ""Animal"" as if they say ""Animal or Vermin.""

"


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 1, Ukuja/tcolmaster01

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

Monsters
Spoiler:
Warden of Thunder
RotR
Monster 6
Traits:
Giant
To Defeat:
Combat 23
The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder is dealt to each character at this location.

Spoiler:
Scarlet Walker
RotR
Monster 6
Traits:
Outsider
To Defeat:
Combat 20
The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

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

Spoiler:
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:
Scarlet Walker
RotR
Monster 6
Traits:
Outsider
To Defeat:
Combat 20
The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

Barriers
Spoiler:
Crushing Door
RotR
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

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:
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.

Spoiler:
Stampeding Aurochs
RotR
Barrier 6
Traits:
Animal
Skirmish
To Defeat:
Dexterity
Stealth 16
If undefeated, each character attempts a Dexterity or Acrobatics 13 check. Characters who succeed are dealt 2 Combat damage; characters who fail are dealt 1d6+1 Combat damage.

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.

Weapons
Spoiler:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

Spoiler:
Humanbane Gladius +2
None
Weapon 5
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
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 another 1d6. If the bane has the Human trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

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

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

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

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

Spoiler:
Sign of Wrath
RotR
Spell 6
Traits:
Arcane
Attack
Divine
Force
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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:
Fortress Shield
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard 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.

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

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

Spoiler:
Boots of Teleportation
RotR
Item 6
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 9
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

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

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

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

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

Spoiler:
Barracuda Aiger
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate
To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

Spoiler:
Sacred Killer
RotR
Ally 5
Traits:
Half-Orc
Rogue
To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.

Spoiler:
Gyukak
RotR
Ally 6
Traits:
Giant
Outsider
Oni
To Acquire:
Charisma
Diplomacy 14
Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/Grizzly:
Spoiler:
Hourglass Card 1 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Celeste/Matsu_Kurisu
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 3 Ukuja/tcolmaster01
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Lirianne/Grizzly:
Spoiler:
Hourglass Card 4 Lirianne/Grizzly
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 5 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 Celeste/Matsu_Kurisu
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 6 Ukuja/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Lirianne/Grizzly:
Spoiler:
Hourglass Card 7 Lirianne/Grizzly
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 8 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 9 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 10 Lirianne/Grizzly
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 12 Ukuja/tcolmaster01
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Lirianne/Grizzly:
Spoiler:
Hourglass Card 13 Lirianne/Grizzly
Blessing of Old Deadeye
None
Blessing 5
Traits:
Divine
Erastil
To Acquire:
Dexterity
Ranged 8
OR Divine 10
Recharge this card to add 1 die to any Ranged check.
On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Discard this card to explore your location. During this exploration, on your Perception and Ranged checks, add 1d8.
After you play this card, if the top card of the blessings discard pile has the Erastil trait, you may draw a card.
Hourglass Card 14 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 15 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 16 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 17 Celeste/Matsu_Kurisu
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 18 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 18 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 19 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 20 Celeste/Matsu_Kurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 21 Ukuja/tcolmaster01
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 22 Lirianne/Grizzly:
Spoiler:
Hourglass Card 22 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 23 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 24 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 25 Lirianne/Grizzly
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 26 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 26 Celeste/Matsu_Kurisu
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 27 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 27 Ukuja/tcolmaster01
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 28 Lirianne/Grizzly:
Spoiler:
Hourglass Card 28 Lirianne/Grizzly
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 29 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 29 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Celeste/Matsu_Kurisu, None

Ghol-Gan Ruins Card 1:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Ghol-Gan Ruins Card 2:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Ghol-Gan Ruins Card 3:
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.
Ghol-Gan Ruins Card 4:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Ghol-Gan Ruins Card 5:
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.
Ghol-Gan Ruins Card 6:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Ghol-Gan Ruins Card 7:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Ghol-Gan Ruins Card 8:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 9:
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.
Ghol-Gan Ruins Card 10:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #2: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ukuja/tcolmaster01, None
Ruined Amphitheater Card 1:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Ruined Amphitheater Card 2:
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.
Ruined Amphitheater Card 3:
Disintegrate
RotR
Spell 5
Traits:
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
Ruined Amphitheater Card 4:
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.
Ruined Amphitheater Card 5:
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.
Ruined Amphitheater Card 6:
Blessing of Wind and Waves
None
Blessing 5
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 9
OR Divine 10
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Display this card next to a location deck. While displayed, add 2 dice to checks to close this location. When the location is closed, recharge this card and a random card from your discard pile.
After you play this card, if the top card of the blessings discard pile has the Gozreh trait, you may examine the top card of up to 2 location decks.
Ruined Amphitheater Card 7:
Greater Bolstering Armor
RotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
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.
Ruined Amphitheater Card 8:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Ruined Amphitheater Card 9:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
Ruined Amphitheater Card 10:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Teleportation Chamber
At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically.
When Permanently Closed: On closing, move to another location.
M: 3 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Teleportation Chamber Card 1:
Raise Dead
RotR
Spell 5
Traits:
Divine
Magic
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.
Teleportation Chamber Card 2:
Sinspawn Axeman
RotR
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Teleportation Chamber Card 3:
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.
Teleportation Chamber Card 4:
Belt of Physical Might
RotR
Item 6
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 9
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Teleportation Chamber Card 5:
Mugslup
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Teleportation Chamber Card 6:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Teleportation Chamber Card 7:
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.
Teleportation Chamber Card 8:
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.
Teleportation Chamber Card 9:
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.
Teleportation Chamber Card 10:
Pyromaniac Mage
RotR
Ally 5
Traits:
Human
Wizard
To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Hall of Champions Card 1:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Hall of Champions Card 2:
Shock Greatsword +2
RotR
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 3:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Hall of Champions Card 4:
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.
Hall of Champions Card 5:
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.
Hall of Champions Card 6:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Champions Card 7:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 8:
Bolstering Armor
RotR
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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.
Hall of Champions 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.
Hall of Champions Card 10:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Location #5: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Lirianne/Grizzly, None
Great Stone Bridge Card 1:
Flaming Icy Axe +1
RotR
Weapon 6
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Great Stone Bridge Card 2:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Great Stone Bridge Card 3:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Great Stone Bridge Card 4:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Great Stone Bridge Card 5:
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.
Great Stone Bridge Card 6:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.
Great Stone Bridge Card 7:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 8:
Velociraptor
RotR
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 14
Discard this card to explore your location; add 2d6 to your combat checks during this exploration.
Great Stone Bridge Card 9:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Great Stone Bridge Card 10:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.


Ukuja Deck Handler|||Ultimate Wilderness||| Hunter Deck

Out of Turn Updates: None

Turn - Hour: Blessing of Achaekek
Hour Rules: None
SOT: Stealth 8: 1d10 + 6 ⇒ (1) + 6 = 7

Gholdako:

Henchman
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from.

Improvised Club, Blessing of Milani
Combat 22: 2d10 + 5 + 2d6 ⇒ (8, 9) + 5 + (5, 2) = 29

Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
Explore: Fuse Grenade
Int 13 is more than impossible for me, fail, banish.

Discard Thylacine to explore:

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.

Blessing of Erastil, Recharge Saber Toothed Tiger
Wis 11: 2d10 + 2 + 1d4 ⇒ (1, 5) + 2 + (3) = 11

Ukuja ends their turn.
EOT Free Examine: Disintegrate
Recharge Thylacine
Ukuja attempts to recover all cards in their Recovery pile.
Improved Club Survival 8: 1d10 + 5 ⇒ (7) + 5 = 12
Ukuja resets their hand.
Reveal Cloud Puff for Hand +1
[u]Summary[/u]
Acquired: None
Banished: Sandbar
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Copy/paste from here:


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 2, Lirianne/Grizzly

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

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

Spoiler:
Abominable Snowman
RotR
Monster 6
Traits:
Yeti
To Defeat:
Combat 18
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.

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:
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:
Abominable Snowman
RotR
Monster 6
Traits:
Yeti
To Defeat:
Combat 18
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.

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:
Necromantic Deathtrap
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

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

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

Spoiler:
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.

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:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

Spoiler:
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.

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

Spoiler:
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.

Spells
Spoiler:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
Blizzard
RotR
Spell 5
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Sign of Wrath
RotR
Spell 6
Traits:
Arcane
Attack
Divine
Force
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

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

Spoiler:
Fortress Shield
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Bearskin Armor
None
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to add 2 to your Survival or Fortitude check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If 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:
Wand of Treasure Finding
RotR
Item 5
Traits:
Arcane
Magic
Wand
To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

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

Spoiler:
Boots of Teleportation
RotR
Item 6
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 9
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

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

Allies
Spoiler:
Ayruzi
RotR
Ally 6
Traits:
Angel
Outsider
To Acquire:
Charisma
Diplomacy 14
Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.

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

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

Spoiler:
Baby Triceratops
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

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.

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

Spoiler:
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the 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 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.

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.

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: 28

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Celeste/Matsu_Kurisu
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 2 Ukuja/tcolmaster01
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Lirianne/Grizzly:
Spoiler:
Hourglass Card 3 Lirianne/Grizzly
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 4 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Celeste/Matsu_Kurisu
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 5 Ukuja/tcolmaster01
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 6 Lirianne/Grizzly:
Spoiler:
Hourglass Card 6 Lirianne/Grizzly
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 7 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 8 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 9 Lirianne/Grizzly
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 11 Ukuja/tcolmaster01
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Lirianne/Grizzly:
Spoiler:
Hourglass Card 12 Lirianne/Grizzly
Blessing of Old Deadeye
None
Blessing 5
Traits:
Divine
Erastil
To Acquire:
Dexterity
Ranged 8
OR Divine 10
Recharge this card to add 1 die to any Ranged check.
On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Discard this card to explore your location. During this exploration, on your Perception and Ranged checks, add 1d8.
After you play this card, if the top card of the blessings discard pile has the Erastil trait, you may draw a card.
Hourglass Card 13 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 14 Ukuja/tcolmaster01
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 15 Lirianne/Grizzly:
Spoiler:
Hourglass Card 15 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Celeste/Matsu_Kurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 17 Ukuja/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Lirianne/Grizzly:
Spoiler:
Hourglass Card 18 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 Celeste/Matsu_Kurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 20 Ukuja/tcolmaster01
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 21 Lirianne/Grizzly:
Spoiler:
Hourglass Card 21 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 23 Ukuja/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 24 Lirianne/Grizzly:
Spoiler:
Hourglass Card 24 Lirianne/Grizzly
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 25 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 25 Celeste/Matsu_Kurisu
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 26 Ukuja/tcolmaster01
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 27 Lirianne/Grizzly:
Spoiler:
Hourglass Card 27 Lirianne/Grizzly
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 28 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 28 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Ghol-Gan Ruins Card 1:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Ghol-Gan Ruins Card 2:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Ghol-Gan Ruins Card 3:
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.
Ghol-Gan Ruins Card 4:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Ghol-Gan Ruins Card 5:
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.
Ghol-Gan Ruins Card 6:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Ghol-Gan Ruins Card 7:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Ghol-Gan Ruins Card 8:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 9:
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.
Ghol-Gan Ruins Card 10:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #2: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Lirianne/Grizzly, Celeste/Matsu_Kurisu, Ukuja/tcolmaster01, None
Ruined Amphitheater Card 1 (Disintegrate):
Disintegrate
RotR
Spell 5
Traits:
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 14
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
Ruined Amphitheater Card 2:
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.
Ruined Amphitheater Card 3:
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.
Ruined Amphitheater Card 4:
Blessing of Wind and Waves
None
Blessing 5
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 9
OR Divine 10
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Display this card next to a location deck. While displayed, add 2 dice to checks to close this location. When the location is closed, recharge this card and a random card from your discard pile.
After you play this card, if the top card of the blessings discard pile has the Gozreh trait, you may examine the top card of up to 2 location decks.
Ruined Amphitheater Card 5:
Greater Bolstering Armor
RotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
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.
Ruined Amphitheater Card 6:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Ruined Amphitheater Card 7:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
Ruined Amphitheater Card 8:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Teleportation Chamber
At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically.
When Permanently Closed: On closing, move to another location.
M: 3 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Teleportation Chamber Card 1:
Raise Dead
RotR
Spell 5
Traits:
Divine
Magic
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.
Teleportation Chamber Card 2:
Sinspawn Axeman
RotR
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Teleportation Chamber Card 3:
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.
Teleportation Chamber Card 4:
Belt of Physical Might
RotR
Item 6
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 9
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Teleportation Chamber Card 5:
Mugslup
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Teleportation Chamber Card 6:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Teleportation Chamber Card 7:
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.
Teleportation Chamber Card 8:
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.
Teleportation Chamber Card 9:
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.
Teleportation Chamber Card 10:
Pyromaniac Mage
RotR
Ally 5
Traits:
Human
Wizard
To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Hall of Champions Card 1:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Hall of Champions Card 2:
Shock Greatsword +2
RotR
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 3:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Hall of Champions Card 4:
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.
Hall of Champions Card 5:
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.
Hall of Champions Card 6:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Champions Card 7:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 8:
Bolstering Armor
RotR
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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.
Hall of Champions 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.
Hall of Champions Card 10:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Location #5: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Great Stone Bridge Card 1:
Flaming Icy Axe +1
RotR
Weapon 6
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Great Stone Bridge Card 2:
Alchemical Glue
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Great Stone Bridge Card 3:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Great Stone Bridge Card 4:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Great Stone Bridge Card 5:
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.
Great Stone Bridge Card 6:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.
Great Stone Bridge Card 7:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 8:
Velociraptor
RotR
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 14
Discard this card to explore your location; add 2d6 to your combat checks during this exploration.
Great Stone Bridge Card 9:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Great Stone Bridge Card 10:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.


Lirianne Deck Builder||

Start of turn:
Recharge Old Salt
Dexterity 8 check: 1d10 + 3 + 6 ⇒ (4) + 3 + 6 = 13 Success!

Move to Great Stone Bridge
Explore Location

Great Stone Bridge Card 1: Flaming Icy Axe +1:

RotR
Weapon 6
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Recharge Emerald of Dexterity
Attempt to acquire Strength 11: 1d10 + 2d6 ⇒ (7) + (3, 5) = 15 Acquired!

Discard Blessing of Abadar to explore again

Great Stone Bridge Card 2: Alchemical Glue:

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

Attempt to acquire Craft 7: 1d8 + 3 + 2d6 ⇒ (1) + 3 + (5, 2) = 11 Acquired!

End of Turn:
Reset hand

Summary
Acquired: Flaming Icy Axe +1, Alchemical Glue
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Lirianne wrote:

Hand: Flaming Icy Axe +1, Alkenstar Pistol, Alchemical Glue, Blessing of Abadar 2, Surgeon, Lucky Rifle +2, Blessing of Alkenstar,

Displayed:
Deck: 17 Discard: 1 Buried: 0
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Black Arrow Ranger, Shock Bullets, Blessing of Alkenstar 2, Quartermaster, Lucky Rifle +2 2, Thieves' Tools, Clockwork Owl, Navigator Musket +1, Enervating Pistol +3, Blessing of Calistria, Enervating Pistol +3 2, Adamantine Bullets, Poisoned Bullets, Sniper's Studded Leather, Blessing of the Gods
Recharged: Old Salt, Emerald of Dexterity,
Discard Pile: Blessing of Abadar,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""

Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Turn Order Celeste/Matsu_Kurisu, Ukuja/tcolmaster01, Lirianne/Grizzly

Out of turn updates
Channel the Gift, draw(Disintegrate)
Recharge Wayfinder, Celeste moves to #1: Ghol-Gan Ruins and examines 2
(Ghol-Gan Ruins Card 1: Addu, Monster 6; Ghol-Gan Ruins Card 2: Occluding Field, Barrier 6)

Hour = 2 Celeste/Matsu_Kurisu: Blessing of Geryon

Start of Turn
At: #1: Ghol-Gan Ruins

Celeste.Examine, recharging( ) to examine ( )

Give: No

Move: #3: Teleportation Chamber

At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.

Free explore = Teleportation Chamber Card 1: Raise Dead, Spell 5: Wisdom 12

Spoiler:
Traits:
Divine
Magic
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.

Wisdom 1d6, reveal lt Besmara's Tricorne +1d8, recharge Blessing of the Spellbound +1d6
Display Embiggen: d4->d8, d6->d10, d8->12, d10->d12, d12->d20
Wisdom 12: 1d10 + 1d12 + 1d10 ⇒ (7) + (3) + (7) = 17 Acquired

Discard Blessing of Nethys, examine 2(Teleportation Chamber Card 2: Sinspawn Axeman, Monster 5; 3: Wall of Fire, Spell 3), re-arrange(No) then explore =
Teleportation Chamber Card 2: Sinspawn Axeman: Combat 19

Spoiler:
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

Recovery Disintegrate 1d10+4+2+4d6
Embiggen: d4->d8, d6->d10, d8->12, d10->d12, d12->d20
Combat 19: 1d12 + 4 + 2 + 4d10 ⇒ (1) + 4 + 2 + (4, 9, 8, 9) = 37 Banished

End of Turn
Celeste.Examine, recharging( ac Raise Dead) to examine(Hall of Champions Card 1: Returning Frost Spear +2, Weapon 6 )

Recovery
You automatically succeed at your check to recharge a card that has the Arcane trait. May Shuffle
Channel the Gift - Shuffled
Embiggen - Shuffled
Disintegrate - Shuffled

Reset
Recharge
Discard
Draw Embiggen, lt Impossible Bottle, Sage's Journal (Core), Channel the Gift, Vreva Jhafae

Summary
Location = #3: Teleportation Chamber (3-10)
Acquired = 1: Raise Dead
Banished = 2: Sinspawn Axeman
Examined = 3: Wall of Fire
Added =

Displayed =

Seized =

Plunder =

Examined = (Ghol-Gan Ruins Card 1: Addu, Monster 6; Ghol-Gan Ruins Card 2: Occluding Field, Barrier 6), Hall of Champions Card 1: Returning Frost Spear +2, Weapon 6

From Box =

Give =

Used =

Other =

"

Celeste wrote:

Hand: Cleric of Nethys, lt Besmara's Tricorne, Embiggen, lt Impossible Bottle, Sage's Journal (Core), Channel the Gift, Vreva Jhafae,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Any support available.
Local:
Other[/b
[b]Movement:
On Close:
Other: Hi I'm Celeste! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Seventh Veil, Blessing of Abadar, Spite Cloud, Blessing of Pharasma, Numerology and Runes, Augury (Old), Fire Snake, Safety Bubble, ac Raise Dead, Steal Soul, Blessing of the Spellbound, The Healing Light, Disintegrate, Bound Lantern Archon
Recharged:
Discard Pile: Wayfinder, Blessing of Nethys,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: INT+2
- Survival: INT+2
Wisdom d6 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: CHA+2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
You may discard ([X] or recharge) a card to add 1d8 ([X] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a card that has the Arcane trait. ([X] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
[X] When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
[X] When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Ukuja Deck Handler|||Ultimate Wilderness||| Hunter Deck

Out of Turn Updates: None

Turn - Hour: Blessing of Achaekek
Hour Rules: None
SOT: dEX 8: 1d10 + 4 ⇒ (1) + 4 = 5
dEX 8 Paizo Product Reroll: 1d10 + 4 ⇒ (10) + 4 = 14
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
Explore: Disintegrate
Autofail, Banish
Discard ChaldiraZuzaristan to explore:

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.

That will be another Auto Fail Charisma 10. Banish.

Ukuja ends their turn.
EOT Free Examine:Spiny Eurypterid
Ukuja attempts to recover all cards in their Recovery pile.

Ukuja resets their hand.
Reveal Angelstep, Cloud Puff (Hand +1 each)
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Ukuja wrote:

Hand: Blessing of Abadar, Angelstep, Demonbane Light X-Bow +1, Stag, Aspect of the Snake, Cloud Puff, Blessing of Achaekek, Frozen Crossbow, Marksman's Bow, Hawkmoon Bow,

Displayed: Giant Chameleon, White Tiger,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Monkey, Raise Animal, Blessing of the Everbloom, Cure (Core), Snow Leopard, Elk
Recharged: Saber Toothed Tiger, Improvised Club, Thylacine,
Discard Pile: Blessing of Milani, Blessing of Chaldira Zuzaristan, Blessing of Erastil,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dex +2
White Tiger Acrobatics: Dex +2
Giant Chameleon Stealth: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Surivival: Wisdom +3
Charisma d4 ☐ +1

Cohort: Each scenario, choose 2 Hunter Class Deck cohorts
Favored Card: Ally or Weapon
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, Weapons, Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead. ([X] Then you may recharge a card and draw a card.)
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier). (☐ If the bane has the Demon or Outsider trait, you may instead recharge the card).
[X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[X] At the end of your turn, you may examine the top card of your location deck. (☐ If it is a bane that has the Demon or Outsider trait, you may encounter it.)
☐ Add 1d4 to your (☐ or a character at your location's) check against a summoned bane.
[x]Treat your powers that say ""Animal"" as if they say ""Animal or Vermin.""

"


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 5, Lirianne/Grizzly

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

Monsters
Spoiler:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

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

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

Spoiler:
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.

Spoiler:
Hidden Beast
RotR
Monster 6
Traits:
Aberration
Sorcerer
Undead
Vampire
To Defeat:
Combat 22
OR Wisdom
Perception 16
The Hidden Beast is immune to the Cold, Mental and Poison traits.
Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait against the Hidden Beast.
Before the encounter, each character at this location must succeed at a Combat 22 check or bury 1d4 random cars from his discard pile.

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

Spoiler:
Crushing Door
RotR
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

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.

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:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
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.

Spoiler:
Shock Greatsword +2
RotR
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Flaming Ranseur +3
RotR
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing
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 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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

Spoiler:
Raise Animal
None
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 10
Discard this card to draw a card that has the Animal trait from your discard pile or your buried cards.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

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

Spoiler:
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:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

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

Spoiler:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
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:
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.

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

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

Allies
Spoiler:
Cut-Throat Grok
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Spoiler:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.

Spoiler:
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.

Spoiler:
Polar Bear
None
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 12
Recharge this card to add 2d4 to your combat check.
Recharge this card to reduce Cold or Combat damage dealt to you by 4.
Discard this card to explore your location.

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

Spoiler:
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

Current Hour:

Blessing of Norgorber:
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.

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Celeste/Matsu_Kurisu
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 2 Ukuja/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Lirianne/Grizzly:
Spoiler:
Hourglass Card 3 Lirianne/Grizzly
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Celeste/Matsu_Kurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 5 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 6 Lirianne/Grizzly
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 8 Ukuja/tcolmaster01
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Lirianne/Grizzly:
Spoiler:
Hourglass Card 9 Lirianne/Grizzly
Blessing of Old Deadeye
None
Blessing 5
Traits:
Divine
Erastil
To Acquire:
Dexterity
Ranged 8
OR Divine 10
Recharge this card to add 1 die to any Ranged check.
On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Discard this card to explore your location. During this exploration, on your Perception and Ranged checks, add 1d8.
After you play this card, if the top card of the blessings discard pile has the Erastil trait, you may draw a card.
Hourglass Card 10 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 11 Ukuja/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Lirianne/Grizzly:
Spoiler:
Hourglass Card 12 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Celeste/Matsu_Kurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 14 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 15 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Celeste/Matsu_Kurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 17 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 17 Ukuja/tcolmaster01
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 18 Lirianne/Grizzly:
Spoiler:
Hourglass Card 18 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 20 Ukuja/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Lirianne/Grizzly:
Spoiler:
Hourglass Card 21 Lirianne/Grizzly
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 Celeste/Matsu_Kurisu
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 23 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 23 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 24 Lirianne/Grizzly
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 25 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 25 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Ghol-Gan Ruins Card 1 (Addu):
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Ghol-Gan Ruins Card 2 (Occluding Field):
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Ghol-Gan Ruins Card 3:
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.
Ghol-Gan Ruins Card 4:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Ghol-Gan Ruins Card 5:
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.
Ghol-Gan Ruins Card 6:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Ghol-Gan Ruins Card 7:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Ghol-Gan Ruins Card 8:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 9:
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.
Ghol-Gan Ruins Card 10:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #2: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ukuja/tcolmaster01, None
Ruined Amphitheater Card 1 (Spiny Eurypterid):
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.
Ruined Amphitheater Card 2:
Blessing of Wind and Waves
None
Blessing 5
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 9
OR Divine 10
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Display this card next to a location deck. While displayed, add 2 dice to checks to close this location. When the location is closed, recharge this card and a random card from your discard pile.
After you play this card, if the top card of the blessings discard pile has the Gozreh trait, you may examine the top card of up to 2 location decks.
Ruined Amphitheater Card 3:
Greater Bolstering Armor
RotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
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.
Ruined Amphitheater Card 4:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Ruined Amphitheater Card 5:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
Ruined Amphitheater Card 6:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Teleportation Chamber
At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically.
When Permanently Closed: On closing, move to another location.
M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/Matsu_Kurisu, None
Teleportation Chamber Card 1 (Wall of Fire):
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.
Teleportation Chamber Card 2:
Belt of Physical Might
RotR
Item 6
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 9
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Teleportation Chamber Card 3:
Mugslup
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Teleportation Chamber Card 4:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Teleportation Chamber Card 5:
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.
Teleportation Chamber Card 6:
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.
Teleportation Chamber Card 7:
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.
Teleportation Chamber Card 8:
Pyromaniac Mage
RotR
Ally 5
Traits:
Human
Wizard
To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Hall of Champions Card 1 (Returning Frost Spear +2):
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Hall of Champions Card 2:
Shock Greatsword +2
RotR
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 3:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Hall of Champions Card 4:
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.
Hall of Champions Card 5:
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.
Hall of Champions Card 6:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Champions Card 7:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 8:
Bolstering Armor
RotR
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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.
Hall of Champions 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.
Hall of Champions Card 10:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Location #5: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Lirianne/Grizzly, None
Great Stone Bridge 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.
Great Stone Bridge Card 2:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Great Stone Bridge Card 3:
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.
Great Stone Bridge Card 4:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.
Great Stone Bridge Card 5:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 6:
Velociraptor
RotR
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 14
Discard this card to explore your location; add 2d6 to your combat checks during this exploration.
Great Stone Bridge Card 7:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Great Stone Bridge Card 8:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.


Lirianne Deck Builder||

Start of turn:
Explore location

Great Stone Bridge 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.

Reveal Alkenstar Pistol
Attempt to defeat Combat 19: 1d10 + 5 + 1d6 + 6 ⇒ (9) + 5 + (6) + 6 = 26 Defeated!
Alkenstar recovery roll 1-2: 1d12 ⇒ 8 Pistol remains in hand

Discard Blessing of Abadar to explore again.

Great Stone Bridge Card 2: Crawling Cyclops Hands:

SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Discard Blessing of Alkenstar
Attempt to defeat Perception 14: 1d8 + 3 + 1d8 ⇒ (6) + 3 + (4) = 13 Failed!
Discard Flaming Icy Axe +1
Undefeated Effects: 1d4 + 1d6 + 1d8 + 1d10 + 1d12 ⇒ (3) + (3) + (1) + (3) + (1) = 11 Discard 2 cards
Discard Alchemical Glue and Lucky Rifle +2

Recharge Surgeon
Recharge Blessing of Alkenstar

End of Turn:
Reset Hand

Summary
Acquired: None
Banished: Norgorber Cultist
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Lirianne wrote:

Hand: Emerald of Dexterity, Alkenstar Pistol, Shock Bullets, Thieves' Tools, Lucky Rifle +2, Poisoned Bullets, Sniper's Studded Leather,

Displayed:
Deck: 13 Discard: 5 Buried: 0
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Alkenstar 2, Enervating Pistol +3, Blessing of Calistria, Clockwork Owl, Black Arrow Ranger, Adamantine Bullets, Quartermaster, Old Salt, Enervating Pistol +3 2, Blessing of the Gods, Navigator Musket +1
Recharged: Surgeon, Blessing of Alkenstar,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Alchemical Glue, Lucky Rifle +2 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""


Lirianne Deck Builder||

Update from previous post
Product Re-roll on D12 from Undefeated Effects
Product reroll: 1d12 ⇒ 10 Result means only one card is Banished
Banish Alchemical Glue only

Lirianne wrote:

Hand: Lucky Rifle +2 2, Alkenstar Pistol, Shock Bullets, Thieves' Tools, Lucky Rifle +2, Poisoned Bullets, Sniper's Studded Leather,

Displayed:
Deck: 14 Discard: 3 Buried: 1
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Navigator Musket +1, Clockwork Owl, Old Salt, Blessing of Alkenstar 2, Black Arrow Ranger, Blessing of Calistria, Enervating Pistol +3 2, Blessing of the Gods, Quartermaster, Adamantine Bullets, Emerald of Dexterity, Enervating Pistol +3
Recharged: Surgeon, Blessing of Alkenstar,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1,
Buried Pile: Alchemical Glue,

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""

Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Turn Order Celeste/Matsu_Kurisu, Ukuja/tcolmaster01, Lirianne/Grizzly

Out of turn updates
Display lt Impossible Bottle: Reduce all Structural Damage by 2
Channel the Gift(Fire Snake)
Recovery Channel the Gift - Shuffle

Hour = 1 Celeste/Matsu_Kurisu: Blessing of Achaekek

Start of Turn
At: #3: Teleportation Chamber
Location.SOT(U,L,C): 1d3 ⇒ 2 Celeste is moved to #5: Great Stone Bridge

Celeste.Examine, recharging( ) to examine ( )

Give: No

Move: #3: Teleportation Chamber

At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.

Free explore = Teleportation Chamber Card 1: Wall of Fire, Spell 3: Arcane 11

Spoiler:
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.

Arcane 1d10+4+2
Arcane 11: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8 Use Paizo reroll
Arcane 11: 1d10 + 4 + 2 ⇒ (3) + 4 + 2 = 9 Recharge Cleric of Nethys +2 = 11. Acquired

Discard Vreva Jhafae, explore +1d6 on Non-Combat = Teleportation Chamber Card 2: Belt of Physical Might, Item 6: Constitution 9

Spoiler:
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 9
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

Constitution 1d6, Vreva Jhafae +1d6, reveal lt Besmara's Tricorne +1d8
Constitution 9: 1d6 + 1d6 + 1d8 ⇒ (2) + (3) + (5) = 10 Acquired

End of Turn
Celeste.Examine, recharging( ) to examine( )

Recovery
You automatically succeed at your check to recharge a card that has the Arcane trait. May Shuffle

Reset
Recharge
Discard
Draw Spite Cloud

Summary
Location = #3: Teleportation Chamber (3-8)
Acquired = 1: Wall of Fire, 2: Belt of Physical Might
Banished =
Examined =
Added =

Displayed =

Seized =

Plunder =

Examined =

From Box =

Give =

Used = Use Paizo reroll

Other = lt Impossible Bottle: Reduce all Structural Damage by 2

"

Celeste wrote:

Hand: Embiggen, Fire Snake, ac Wall of Fire, Sage's Journal (Core), lt Besmara's Tricorne, ac Belt of Physical Might, Spite Cloud,

Displayed: lt Impossible Bottle,
Deck: 14 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Any support available.
Local:
Other[/b
[b]Movement:
On Close:
Other: Hi I'm Celeste! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Seventh Veil, ac Raise Dead, Numerology and Runes, Channel the Gift, Blessing of Abadar, Bound Lantern Archon, Blessing of the Spellbound, Disintegrate, The Healing Light, Safety Bubble, Steal Soul, Augury (Old), Blessing of Pharasma
Recharged: Cleric of Nethys,
Discard Pile: Wayfinder, Blessing of Nethys, Vreva Jhafae,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: INT+2
- Survival: INT+2
Wisdom d6 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: CHA+2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
You may discard ([X] or recharge) a card to add 1d8 ([X] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a card that has the Arcane trait. ([X] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
[X] When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
[X] When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Ukuja Deck Handler|||Ultimate Wilderness||| Hunter Deck

Out of Turn Updates: None

Turn - Hour: Blessing of Hshurha
Hour Rules: None
SOT: Stealth 8: 1d10 + 6 ⇒ (7) + 6 = 13
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.

Explore: Spiny Eurypterid
Frozen Crossbow (Aquatic Bonus) Blessing of Achaekek
Combat 21: 3d10 + 8 + 1d8 ⇒ (7, 6, 1) + 8 + (6) = 28
Combat 21 Confirm?: 3d10 + 8 + 1d8 ⇒ (7, 2, 7) + 8 + (1) = 25
Defeated
Angelstep: 1d4 + 1 ⇒ (3) + 1 = 4 Heal all in Discard Pile

Discard Stag to Explore:

Blessing of Wind and Waves:

None Blessing 5
Traits: Divine Gozreh
To Acquire: Wisdom Survival 9 OR Divine 10
Discard this card to add 1 die to any check. Discard this card to explore your location. Display this card next to a location deck. While displayed, add 2 dice to checks to close this location. When the location is closed, recharge this card and a random card from your discard pile. After you play this card, if the top card of the blessings discard pile has the Gozreh trait, you may examine the top card of up to 2 location decks.

Survival 9: 1d10 + 5 ⇒ (6) + 5 = 11
Acquired

Discard the Blessing to Explore:

Greater Bolstering Armor:

RotR Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 12
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards. 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.

Autofail that.
Ukuja ends their turn.
Recharge Stag
Free Examine: Potion of Healing
Ukuja attempts to recover all cards in their Recovery pile.
Angelstep Survival 9: 1d10 + 5 ⇒ (1) + 5 = 6
Ukuja resets their hand.
Reveal Cloud Puff (Hand Size now 9)
[u]Summary[/u]
Acquired: Blessing of Wind and Waves
Banished: Spiny Eurypterid
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Ukuja wrote:

Hand: Blessing of Abadar, Elk, Demonbane Light X-Bow +1, Blessing of the Everbloom, Aspect of the Snake, Cloud Puff, Frozen Crossbow, Marksman's Bow, Hawkmoon Bow,

Displayed: Giant Chameleon, White Tiger,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Improvised Club, Blessing of Erastil, Thylacine, Saber Toothed Tiger, Snow Leopard, Blessing of Achaekek, Cure (Core), Monkey, Blessing of Chaldira Zuzaristan, Raise Animal, Blessing of Milani
Recharged: Stag,
Discard Pile: Angelstep, Blessing of Wind and Waves,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dex +2
White Tiger Acrobatics: Dex +2
Giant Chameleon Stealth: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Surivival: Wisdom +3
Charisma d4 ☐ +1

Cohort: Each scenario, choose 2 Hunter Class Deck cohorts
Favored Card: Ally or Weapon
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, Weapons, Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead. ([X] Then you may recharge a card and draw a card.)
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier). (☐ If the bane has the Demon or Outsider trait, you may instead recharge the card).
[X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[X] At the end of your turn, you may examine the top card of your location deck. (☐ If it is a bane that has the Demon or Outsider trait, you may encounter it.)
☐ Add 1d4 to your (☐ or a character at your location's) check against a summoned bane.
[x]Treat your powers that say ""Animal"" as if they say ""Animal or Vermin.""

"


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 8, Lirianne/Grizzly

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

Monsters
Spoiler:
Scarlet Walker
RotR
Monster 6
Traits:
Outsider
To Defeat:
Combat 20
The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

Spoiler:
Iron Golem
RotR
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 22
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat

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:
Insanity Daemon
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

Spoiler:
Abominable Snowman
RotR
Monster 6
Traits:
Yeti
To Defeat:
Combat 18
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.

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

Spoiler:
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:
Avalanche
RotR
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 16
When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

Spoiler:
Necromantic Deathtrap
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

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

Weapons
Spoiler:
Rapier +2
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Enervating Pistol +3
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.

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

Spoiler:
Acidic Sling +3
RotR
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.

Spoiler:
Shock Greatsword +2
RotR
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spoiler:
Raise Animal
None
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 10
Discard this card to draw a card that has the Animal trait from your discard pile or your buried cards.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

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

Spoiler:
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.

Armors
Spoiler:
Pelt of the Ulfen Wolf
None
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Combat damage dealt to you by 2.
Recharge this card to add 1d4 and the Animal trait to your Melee or Ranged combat check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Greater Bolstering Armor
RotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
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:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Items
Spoiler:
Boots of Teleportation
RotR
Item 6
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 9
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

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:
Helpful Haversack
SS
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

Allies
Spoiler:
Gyukak
RotR
Ally 6
Traits:
Giant
Outsider
Oni
To Acquire:
Charisma
Diplomacy 14
Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations.

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

Spoiler:
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:
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.

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

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

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

Spoiler:
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Current Hour:

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

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Celeste/Matsu_Kurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 2 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 3 Lirianne/Grizzly
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Celeste/Matsu_Kurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 5 Ukuja/tcolmaster01
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Lirianne/Grizzly:
Spoiler:
Hourglass Card 6 Lirianne/Grizzly
Blessing of Old Deadeye
None
Blessing 5
Traits:
Divine
Erastil
To Acquire:
Dexterity
Ranged 8
OR Divine 10
Recharge this card to add 1 die to any Ranged check.
On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Discard this card to explore your location. During this exploration, on your Perception and Ranged checks, add 1d8.
After you play this card, if the top card of the blessings discard pile has the Erastil trait, you may draw a card.
Hourglass Card 7 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 8 Ukuja/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Lirianne/Grizzly:
Spoiler:
Hourglass Card 9 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Celeste/Matsu_Kurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 11 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 12 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 14 Ukuja/tcolmaster01
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 15 Lirianne/Grizzly:
Spoiler:
Hourglass Card 15 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 17 Ukuja/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Lirianne/Grizzly:
Spoiler:
Hourglass Card 18 Lirianne/Grizzly
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 19 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 Celeste/Matsu_Kurisu
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 20 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 21 Lirianne/Grizzly
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 22 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Ghol-Gan Ruins Card 1 (Addu):
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Ghol-Gan Ruins Card 2 (Occluding Field):
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Ghol-Gan Ruins Card 3:
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.
Ghol-Gan Ruins Card 4:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Ghol-Gan Ruins Card 5:
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.
Ghol-Gan Ruins Card 6:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Ghol-Gan Ruins Card 7:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Ghol-Gan Ruins Card 8:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 9:
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.
Ghol-Gan Ruins Card 10:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #2: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/tcolmaster01, None
Ruined Amphitheater Card 1 (Potion of Healing):
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Ruined Amphitheater Card 2:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
Ruined Amphitheater Card 3:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Teleportation Chamber
At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically.
When Permanently Closed: On closing, move to another location.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/Matsu_Kurisu, None
Teleportation Chamber Card 1:
Mugslup
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Teleportation Chamber Card 2:
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.
Teleportation Chamber Card 3:
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.
Teleportation Chamber Card 4:
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.
Teleportation Chamber Card 5:
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.
Teleportation Chamber Card 6:
Pyromaniac Mage
RotR
Ally 5
Traits:
Human
Wizard
To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Hall of Champions Card 1 (Returning Frost Spear +2):
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Hall of Champions Card 2:
Shock Greatsword +2
RotR
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 3:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Hall of Champions Card 4:
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.
Hall of Champions Card 5:
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.
Hall of Champions Card 6:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Champions Card 7:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 8:
Bolstering Armor
RotR
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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.
Hall of Champions 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.
Hall of Champions Card 10:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Location #5: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Lirianne/Grizzly, None
Great Stone Bridge Card 1:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Great Stone Bridge Card 2:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Great Stone Bridge Card 3:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.
Great Stone Bridge Card 4:
Velociraptor
RotR
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 14
Discard this card to explore your location; add 2d6 to your combat checks during this exploration.
Great Stone Bridge Card 5:
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.
Great Stone Bridge Card 6:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 7:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.


Lirianne Deck Builder||

Start of Turn:
Display Shock Bullets and Poison Bullets
Explore location

Great Stone Bridge Card 1: Marine:

SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Reveal Alkenstar Pistol
Attempt to defeat Combat 14: 1d10 + 5 + 1d6 + 6 ⇒ (4) + 5 + (5) + 6 = 20 Defeated!
Alkenstar Pistol recovery 1-2: 1d12 ⇒ 5 Pistol remains in hand

End of turn:
Reset Hand

Summary
Acquired: None
Banished: Marine
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Lirianne wrote:

Hand: Lucky Rifle +2 2, Alkenstar Pistol, Old Salt, Thieves' Tools, Lucky Rifle +2, Adamantine Bullets, Sniper's Studded Leather,

Displayed: Shock Bullets, Poisoned Bullets,
Deck: 12 Discard: 3 Buried: 1
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quartermaster, Blessing of Alkenstar, Enervating Pistol +3, Navigator Musket +1, Black Arrow Ranger, Clockwork Owl, Blessing of Alkenstar 2, Surgeon, Blessing of Calistria, Emerald of Dexterity, Blessing of the Gods, Enervating Pistol +3 2
Recharged:
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1,
Buried Pile: Alchemical Glue,

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""

Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Turn Order Celeste/Matsu_Kurisu, Ukuja/tcolmaster01, Lirianne/Grizzly

Out of turn updates

Hour = 1 Celeste/Matsu_Kurisu: Blessing of the Gods

Start of Turn
At: #3: Teleportation Chamber
Location.SOT(U,L,C): 1d3 ⇒ 1 Ukuja/tcolmaster01 is moved to #3: Teleportation Chamber

Celeste.Examine, recharging( ) to examine ( )

Give: No

Move: No

At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.

Free explore = Teleportation Chamber Card 1: Mugslup, Villain 6: Combat 30
THEN Combat 30

Spoiler:
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.

Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. (Channel the Gift -Recharge, Blessing of the Seventh Veil - Bury)
Recovery Spite Cloud 1d10+4+2+4d6, bite(ac Belt of Physical Might) +1d8+6, reveal Sage's Journal (Core) +1d4
#1 Combat 30: 1d10 + 4 + 2 + 4d6 + 1d8 + 6 + 1d4 ⇒ (8) + 4 + 2 + (1, 1, 5, 4) + (4) + 6 + (2) = 37 Success

Spite Cloud: Use result 37 vs #2 Combat 30 = Success

Villain flees

Location #3: Teleportation Chamber - Closed by Villain
When Permanently Closed: On closing, move to another location. Celexte moves to #1: Ghol-Gan Ruins. Ukuja/tcolmaster01 moves to ???

End of Turn
Celeste.Examine, recharging( ) to examine( )

Recovery
You automatically succeed at your check to recharge a card that has the Arcane trait. May Shuffle
Spite Cloud - Shuffle

Reset
Recharge
Discard
Draw Cleric of Nethys, The Healing Light,

Summary
Location = #3: Teleportation Chamber (CLOSED)
Acquired =
Banished =
Examined =
Added =

Displayed =

Seized =

Plunder =

Examined =

From Box =

Give =

Used =

Other = lt Impossible Bottle: Reduce all Structural Damage by 2
Ukuja/tcolmaster01 is moved to #3: Teleportation Chamber
Ukuja/tcolmaster01 examines the top 2 cards of her deck, then recharges one and buries the other.

Villain flees

Celexte moves to #1: Ghol-Gan Ruins. Ukuja/tcolmaster01 moves to ???

"

Celeste wrote:

Hand: Embiggen, Fire Snake, ac Wall of Fire, Sage's Journal (Core), lt Besmara's Tricorne, Cleric of Nethys, The Healing Light,

Displayed: lt Impossible Bottle,
Deck: 13 Discard: 3 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: Any support available.
Local:
Other[/b
[b]Movement:
On Close:
Other: Hi I'm Celeste! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Steal Soul, ac Raise Dead, Blessing of Abadar, Safety Bubble, ac Belt of Physical Might, Channel the Gift, Blessing of Pharasma, Bound Lantern Archon, Blessing of the Spellbound, Numerology and Runes, Augury (Old), Spite Cloud, Disintegrate
Recharged:
Discard Pile: Wayfinder, Blessing of Nethys, Vreva Jhafae,
Buried Pile: Blessing of the Seventh Veil,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: INT+2
- Survival: INT+2
Wisdom d6 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: CHA+2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
You may discard ([X] or recharge) a card to add 1d8 ([X] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a card that has the Arcane trait. ([X] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
[X] When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
[X] When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Lirianne Deck Builder||

Guard Check
Succeed at a Dexterity or Ranged 10 check: 1d10 + 5 ⇒ (3) + 5 = 8 Failed!


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 10, Ukuja/tcolmaster01

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

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

Spoiler:
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:
Pirate Bomber
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.

Spoiler:
Giant Spyglass Octopus
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

Spoiler:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

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

Spoiler:
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:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Spoiler:
Disjunction Pulse
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15
If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

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

Spoiler:
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:
Flaming Musket +2
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Adamantine Trident +3
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
If a monster has a power that increases the difficulty of a combat check, ignore that power.

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

Spells
Spoiler:
Blizzard
RotR
Spell 5
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Bewilder
RotR
Spell 6
Traits:
Arcane
Attack
Magic
Mental
To Acquire:
Intelligence
Arcane 14
Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding

Spoiler:
Sign of Wrath
RotR
Spell 6
Traits:
Arcane
Attack
Divine
Force
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding 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:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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:
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:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Pelt of the Ulfen Wolf
None
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Combat damage dealt to you by 2.
Recharge this card to add 1d4 and the Animal trait to your Melee or Ranged combat check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
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:
Helpful Haversack
SS
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

Spoiler:
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:
Boots of Teleportation
None
Item 5
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 9
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

Allies
Spoiler:
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.

Spoiler:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.

Spoiler:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.

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

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

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

Spoiler:
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Current Hour:

Blessing of Pharasma:
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.

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/Grizzly:
Spoiler:
Hourglass Card 1 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 3 Ukuja/tcolmaster01
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Lirianne/Grizzly:
Spoiler:
Hourglass Card 4 Lirianne/Grizzly
Blessing of Old Deadeye
None
Blessing 5
Traits:
Divine
Erastil
To Acquire:
Dexterity
Ranged 8
OR Divine 10
Recharge this card to add 1 die to any Ranged check.
On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Discard this card to explore your location. During this exploration, on your Perception and Ranged checks, add 1d8.
After you play this card, if the top card of the blessings discard pile has the Erastil trait, you may draw a card.
Hourglass Card 5 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 6 Ukuja/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Lirianne/Grizzly:
Spoiler:
Hourglass Card 7 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 9 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 10 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 12 Ukuja/tcolmaster01
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Lirianne/Grizzly:
Spoiler:
Hourglass Card 13 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 15 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 16 Lirianne/Grizzly
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 17 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 18 Ukuja/tcolmaster01
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Lirianne/Grizzly:
Spoiler:
Hourglass Card 19 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 20 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Celeste/Matsu_Kurisu, None

Ghol-Gan Ruins Card 1:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Ghol-Gan Ruins Card 2:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Ghol-Gan Ruins Card 3:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Ghol-Gan Ruins Card 4:
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.
Ghol-Gan Ruins Card 5:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Ghol-Gan Ruins Card 6:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 7:
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.
Ghol-Gan Ruins Card 8:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Ghol-Gan Ruins Card 9:
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.
Ghol-Gan Ruins Card 10:
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.
Ghol-Gan Ruins Card 11:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #2: Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ukuja/tcolmaster01, None
Ruined Amphitheater Card 1:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Amphitheater Card 2:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
Ruined Amphitheater Card 3:
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.
Ruined Amphitheater Card 4:
Potion of Healing
SS
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Location #3: Teleportation Chamber
Closed
At This Location: At the end of your turn, move to another location.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Hall of Champions Card 1:
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.
Hall of Champions Card 2:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Hall of Champions Card 3:
Bolstering Armor
RotR
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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.
Hall of Champions Card 4:
Shock Greatsword +2
RotR
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 5:
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.
Hall of Champions Card 6:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 7:
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.
Hall of Champions Card 8:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Champions Card 9:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Hall of Champions Card 10:
Mugslup
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Hall of Champions Card 11:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Location #5: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Lirianne/Grizzly, None
Great Stone Bridge Card 1:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Great Stone Bridge Card 2:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Great Stone Bridge Card 3:
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.
Great Stone Bridge Card 4:
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.
Great Stone Bridge Card 5:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 6:
Velociraptor
RotR
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 14
Discard this card to explore your location; add 2d6 to your combat checks during this exploration.
Great Stone Bridge Card 7:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.


Ukuja Deck Handler|||Ultimate Wilderness||| Hunter Deck

Out of Turn Updates: Move back to Ruined Ampitheater

Turn - Hour: Blessing of Pharasma
Hour Rules: None
SOT: Stealth 8: 1d10 + 6 ⇒ (7) + 6 = 13
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
Explore: Brineborn Giant
BYA Not Applicable
Frozen Crossbow vs Aquatic, Blessing of Abadar
Combat 22: 3d10 + 8 + 1d8 ⇒ (2, 1, 3) + 8 + (5) = 19
Combat 22 Hero Point: 3d10 + 8 + 1d8 ⇒ (3, 3, 9) + 8 + (8) = 31
Giant Defeated Heal 1 card: 1d3 ⇒ 3

When Closing Wis 9 (blessed with Everbloom)
Location CLOSED.

Wis 9: 2d10 + 2 ⇒ (10, 1) + 2 = 13

Ukuja ends their turn.

Ukuja attempts to recover all cards in their Recovery pile.

Ukuja resets their hand.
Discard Demonbane Light X Bow.
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"

Ukuja wrote:

Hand: Monkey, Elk, Cure (Core), Aspect of the Snake, Cloud Puff, Frozen Crossbow, Marksman's Bow, Hawkmoon Bow,

Displayed: Giant Chameleon, White Tiger,
Deck: 11 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Chaldira Zuzaristan, Blessing of Abadar, Blessing of Erastil, Improvised Club, Blessing of Milani, Blessing of Achaekek, Thylacine, Snow Leopard, Saber Toothed Tiger, Raise Animal
Recharged: Stag,
Discard Pile: Angelstep, Blessing of Wind and Waves, Blessing of the Everbloom, Demonbane Light X-Bow +1,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dex +2
White Tiger Acrobatics: Dex +2
Giant Chameleon Stealth: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Surivival: Wisdom +3
Charisma d4 ☐ +1

Cohort: Each scenario, choose 2 Hunter Class Deck cohorts
Favored Card: Ally or Weapon
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, Weapons, Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead. ([X] Then you may recharge a card and draw a card.)
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier). (☐ If the bane has the Demon or Outsider trait, you may instead recharge the card).
[X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[X] At the end of your turn, you may examine the top card of your location deck. (☐ If it is a bane that has the Demon or Outsider trait, you may encounter it.)
☐ Add 1d4 to your (☐ or a character at your location's) check against a summoned bane.
[x]Treat your powers that say ""Animal"" as if they say ""Animal or Vermin.""

"


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 11, Lirianne/Grizzly

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

Monsters
Spoiler:
Cecaelia
SS
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Spoiler:
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.

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

Spoiler:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

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

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

Spoiler:
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:
Disjunction Pulse
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15
If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

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:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

Weapons
Spoiler:
Animalbane Dagger +1
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

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:
Dancing Scimitar +2
RotR
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

Spoiler:
Dancing Scimitar +2
RotR
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

Spoiler:
Venomous Heavy Crossbow +2
RotR
Weapon 5
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

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

Spoiler:
Blizzard
RotR
Spell 5
Traits:
Arcane
Attack
Cold
Magic
To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 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.

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:
Fortress Shield
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Fortress Shield
RotR
Armor 6
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 9
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Greater Bolstering Armor
RotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
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:
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:
Token of Remembrance
SS
Item B
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

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

Spoiler:
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.

Allies
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:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Sacred Killer
RotR
Ally 5
Traits:
Half-Orc
Rogue
To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.

Spoiler:
Barracuda Aiger
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate
To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

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

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

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

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

Spoiler:
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the 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: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Celeste/Matsu_Kurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 2 Ukuja/tcolmaster01
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Lirianne/Grizzly:
Spoiler:
Hourglass Card 3 Lirianne/Grizzly
Blessing of Old Deadeye
None
Blessing 5
Traits:
Divine
Erastil
To Acquire:
Dexterity
Ranged 8
OR Divine 10
Recharge this card to add 1 die to any Ranged check.
On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Discard this card to explore your location. During this exploration, on your Perception and Ranged checks, add 1d8.
After you play this card, if the top card of the blessings discard pile has the Erastil trait, you may draw a card.
Hourglass Card 4 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 5 Ukuja/tcolmaster01
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 6 Lirianne/Grizzly:
Spoiler:
Hourglass Card 6 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Celeste/Matsu_Kurisu
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 8 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 8 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 9 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 11 Ukuja/tcolmaster01
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Lirianne/Grizzly:
Spoiler:
Hourglass Card 12 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 14 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 15 Lirianne/Grizzly
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 16 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Celeste/Matsu_Kurisu
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 17 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 18 Lirianne/Grizzly
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 19 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Celeste/Matsu_Kurisu, None

Ghol-Gan Ruins Card 1:
Geyser
SS
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Ghol-Gan Ruins Card 2:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Ghol-Gan Ruins Card 3:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Ghol-Gan Ruins Card 4:
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.
Ghol-Gan Ruins Card 5:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Ghol-Gan Ruins Card 6:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 7:
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.
Ghol-Gan Ruins Card 8:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Ghol-Gan Ruins Card 9:
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.
Ghol-Gan Ruins Card 10:
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.
Ghol-Gan Ruins Card 11:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #2: Ruined Amphitheater
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/tcolmaster01, None

Location #3: Teleportation Chamber
Closed
At This Location: At the end of your turn, move to another location.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Hall of Champions Card 1:
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.
Hall of Champions Card 2:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Hall of Champions Card 3:
Bolstering Armor
RotR
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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.
Hall of Champions Card 4:
Shock Greatsword +2
RotR
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Hall of Champions Card 5:
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.
Hall of Champions Card 6:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 7:
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.
Hall of Champions Card 8:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Champions Card 9:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Hall of Champions Card 10:
Mugslup
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Hall of Champions Card 11:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Location #5: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Lirianne/Grizzly, None
Great Stone Bridge Card 1:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Great Stone Bridge Card 2:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Great Stone Bridge Card 3:
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.
Great Stone Bridge Card 4:
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.
Great Stone Bridge Card 5:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 6:
Velociraptor
RotR
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 14
Discard this card to explore your location; add 2d6 to your combat checks during this exploration.
Great Stone Bridge Card 7:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.


Lirianne Deck Builder||

Start of Turn:
Explore location

Great Stone Bridge Card 1: Crawling Cyclops Hands:

SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Recharge Old Salt
Attempt to defeat Perception 14: 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15 Success!

End of Turn:
Reset Hand

Summary
Acquired: None
Banished: Crawling Cyclops Hand
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Lirianne wrote:

Hand: Lucky Rifle +2 2, Alkenstar Pistol, Black Arrow Ranger, Thieves' Tools, Lucky Rifle +2, Adamantine Bullets, Sniper's Studded Leather,

Displayed: Shock Bullets, Poisoned Bullets,
Deck: 12 Discard: 3 Buried: 1
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Surgeon, Enervating Pistol +3 2, Blessing of Alkenstar, Blessing of the Gods, Clockwork Owl, Enervating Pistol +3, Navigator Musket +1, Blessing of Calistria, Quartermaster, Blessing of Alkenstar 2, Emerald of Dexterity
Recharged: Old Salt,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1,
Buried Pile: Alchemical Glue,

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""

Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Turn Order Celeste/Matsu_Kurisu, Ukuja/tcolmaster01, Lirianne/Grizzly

Out of turn updates

Hour = 1 Celeste/Matsu_Kurisu: Blessing of the Gods

Start of Turn
At: #1: Ghol-Gan Ruins

Celeste.Examine, recharging( ) to examine ( )

Give: No

Move: No

At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.

Free explore = Ghol-Gan Ruins Card 1: Geyser, Spell 2: Arcane 8

Spoiler:
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.

Arcane 1d10+4+2
Arcane 8: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15 Acquired

Discard The Healing Light, explore = Ghol-Gan Ruins Card 2: Dweller in the Deeps, Monster 6: Combat 26

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

Recovery ac Geyser 1d10+4+2+2d6, bury Sage's Journal (Core) +1d8+2+2,
Combat 26: 1d10 + 4 + 2 + 2d6 + 1d8 + 2 + 2 ⇒ (4) + 4 + 2 + (1, 5) + (2) + 2 + 2 = 22, Lirianne/Grizzly buries Lucky Rifle +2 After roll add: 1d4 + 1 ⇒ (1) + 1 = 2 Recharge Cleric of Nethys +2 = 26. Success, Banished

End of Turn
Celeste.Examine, recharging( ) to examine( )

Recovery
You automatically succeed at your check to recharge a card that has the Arcane trait. May Shuffle
ac Geyser - Shuffle

Reset
Recharge
Discard
Draw Blessing of the Spellbound, Augury (Old), Spite Cloud

Summary
Location = #1: Ghol-Gan Ruins (3-11)
Acquired = 1: Geyser
Banished = 2: Dweller in the Deeps
Examined =
Added =

Displayed =

Seized =

Plunder =

Examined =

From Box =

Give =

Used =

Other = lt Impossible Bottle: Reduce all Structural Damage by 2

"

Celeste wrote:

Hand: Embiggen, Fire Snake, ac Wall of Fire, lt Besmara's Tricorne, Blessing of the Spellbound, Augury (Old), Spite Cloud,

Displayed: lt Impossible Bottle,
Deck: 12 Discard: 4 Buried: 2
Hero Points: 1
NOTES:
Available Support: Distant: Any support available.
Local:
Other[/b
[b]Movement:
On Close:
Other: Hi I'm Celeste! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Safety Bubble, Steal Soul, Disintegrate, ac Raise Dead, Cleric of Nethys, Bound Lantern Archon, Channel the Gift, ac Belt of Physical Might, Blessing of Abadar, ac Geyser, Numerology and Runes, Blessing of Pharasma
Recharged:
Discard Pile: Wayfinder, Blessing of Nethys, Vreva Jhafae, The Healing Light,
Buried Pile: Blessing of the Seventh Veil, Sage's Journal (Core),

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: INT+2
- Survival: INT+2
Wisdom d6 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: CHA+2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
You may discard ([X] or recharge) a card to add 1d8 ([X] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a card that has the Arcane trait. ([X] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
[X] When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
[X] When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Ukuja Deck Handler|||Ultimate Wilderness||| Hunter Deck

Out of Turn Updates: None

Turn - Hour:Blessing of Geryon
Hour Rules: None
SOT: None
Give Card: None
Move: Hall of Champions
Location Powers: When you succeed at a check, draw a card.
Explore: Sea Serpent
Frozen Crossbow (without adding the cold trait
Combat 21: 2d10 + 1d8 + 8 ⇒ (6, 2) + (8) + 8 = 24
Defeated
Discard Monkey to Explore:

Giant Jellyfish:

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

Frozen Crossbow - Has Piercing
Combat 21: 2d10 + 2d8 + 8 ⇒ (9, 8) + (4, 4) + 8 = 33
Defeated

Discard Elk to explore:

Bolstering Armor:

RotR Armor 5
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards. 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.

Autofail, Banish

Ukuja ends their turn.
Free Examine: Shock Greatsword +2
RNG: 1d2 ⇒ 2
Ukuja attempts to recover all cards in their Recovery pile.

Ukuja resets their hand.
Reveal Cloud Puff - Hand Size 9.
[u]Summary[/u]
Acquired: None
Banished: Sea Serpent, Giant Jellyfish
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Ukuja wrote:

Hand: Blessing of Chaldira Zuzaristan, Raise Animal, Cure (Core), Blessing of Erastil, Aspect of the Snake, Cloud Puff, Frozen Crossbow, Marksman's Bow, Hawkmoon Bow,

Displayed: Giant Chameleon, White Tiger,
Deck: 9 Discard: 5 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Milani, Snow Leopard, Blessing of Abadar, Thylacine, Blessing of Achaekek, Saber Toothed Tiger, Improvised Club
Recharged: Stag, Elk,
Discard Pile: Angelstep, Blessing of Wind and Waves, Blessing of the Everbloom, Demonbane Light X-Bow +1, Monkey,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dex +2
White Tiger Acrobatics: Dex +2
Giant Chameleon Stealth: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Surivival: Wisdom +3
Charisma d4 ☐ +1

Cohort: Each scenario, choose 2 Hunter Class Deck cohorts
Favored Card: Ally or Weapon
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, Weapons, Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead. ([X] Then you may recharge a card and draw a card.)
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier). (☐ If the bane has the Demon or Outsider trait, you may instead recharge the card).
[X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[X] At the end of your turn, you may examine the top card of your location deck. (☐ If it is a bane that has the Demon or Outsider trait, you may encounter it.)
☐ Add 1d4 to your (☐ or a character at your location's) check against a summoned bane.
[x]Treat your powers that say ""Animal"" as if they say ""Animal or Vermin.""

"


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 14, Lirianne/Grizzly

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

Monsters
Spoiler:
Bakekujira
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.

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

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

Spoiler:
Pirate Sniper
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.

Barriers
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:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

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:
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:
Assassination Attempt
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.

Weapons
Spoiler:
Forest Quarterstaff
None
Weapon 6
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, you may reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If you play an ally that has the Animal trait on this check, you may reveal the ally instead of recharging, discarding, or burying it.

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

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

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

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

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

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

Spoiler:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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:
Bearskin Armor
None
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to add 2 to your Survival or Fortitude check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Boots of Teleportation
RotR
Item 6
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 9
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

Spoiler:
Helpful Haversack
SS
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

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

Spoiler:
Boots of Teleportation
None
Item 5
Traits:
Clothing
Magic
To Acquire:
Dexterity
Stealth 9
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

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.

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

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

Spoiler:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.

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

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

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

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

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

Current Hour:

Blessing of Old Deadeye:
Blessing of Old Deadeye
None
Blessing 5
Traits:
Divine
Erastil
To Acquire:
Dexterity
Ranged 8
OR Divine 10
Recharge this card to add 1 die to any Ranged check.
On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Discard this card to explore your location. During this exploration, on your Perception and Ranged checks, add 1d8.
After you play this card, if the top card of the blessings discard pile has the Erastil trait, you may draw a card.

Hours Remaining: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 2 Ukuja/tcolmaster01
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Lirianne/Grizzly:
Spoiler:
Hourglass Card 3 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Celeste/Matsu_Kurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 5 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 6 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 8 Ukuja/tcolmaster01
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 9 Lirianne/Grizzly:
Spoiler:
Hourglass Card 9 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 11 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 12 Lirianne/Grizzly
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 13 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Celeste/Matsu_Kurisu
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 14 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 14 Ukuja/tcolmaster01
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Lirianne/Grizzly:
Spoiler:
Hourglass Card 15 Lirianne/Grizzly
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 16 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Celeste/Matsu_Kurisu, None

Ghol-Gan Ruins Card 1:
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Ghol-Gan Ruins Card 2:
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.
Ghol-Gan Ruins Card 3:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Ghol-Gan Ruins Card 4:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 5:
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.
Ghol-Gan Ruins Card 6:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Ghol-Gan Ruins Card 7:
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.
Ghol-Gan Ruins Card 8:
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.
Ghol-Gan Ruins Card 9:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #2: Ruined Amphitheater
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Teleportation Chamber
Closed
At This Location: At the end of your turn, move to another location.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/tcolmaster01, None

Hall of Champions Card 1:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 2:
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 3:
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.
Hall of Champions Card 4:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Champions Card 5:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Hall of Champions Card 6:
Mugslup
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Hall of Champions Card 7:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Location #5: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Lirianne/Grizzly, None
Great Stone Bridge Card 1:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
Great Stone Bridge Card 2:
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.
Great Stone Bridge Card 3:
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.
Great Stone Bridge Card 4:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 5:
Velociraptor
RotR
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 14
Discard this card to explore your location; add 2d6 to your combat checks during this exploration.
Great Stone Bridge Card 6:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.


Lirianne Deck Builder||

Start of Turn:
Explore location.

Great Stone Bridge Card 1: Returning Frost Spear +2:

RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Attempt to acquire Ranged 12: 1d10 + 5 + 2d6 ⇒ (1) + 5 + (5, 1) = 12 Acquired!

Discard Black Arrow Ranger to explore again.

Great Stone Bridge Card 2: 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.

Reveal Alkenstar Pistol
1st Attempt to defeat Combat 18: 1d10 + 5 + 1d6 + 5 ⇒ (7) + 5 + (6) + 5 = 23 Success!
Pistol recovery roll 1-2: 1d12 ⇒ 4 Pistol remains in hand

Recharge Returning Frost Spear +2
2nd Attempt to defeat Combat 18: 1d10 + 5 + 1d8 + 2 + 2d6 ⇒ (6) + 5 + (6) + 2 + (1, 3) = 23 Success!

End of Turn:
Reset Hand

Summary
Acquired: Returning Frost Spear +2
Banished: Shark Eating Crab
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Lirianne wrote:

Hand: Blessing of the Gods, Alkenstar Pistol, Blessing of Calistria, Thieves' Tools, Lucky Rifle +2, Adamantine Bullets, Sniper's Studded Leather,

Displayed: Shock Bullets, Poisoned Bullets,
Deck: 11 Discard: 4 Buried: 2
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Enervating Pistol +3, Old Salt, Clockwork Owl, Quartermaster, Navigator Musket +1, Blessing of Alkenstar 2, Surgeon, Emerald of Dexterity, Enervating Pistol +3 2, Blessing of Alkenstar
Recharged: Returning Frost Spear +2,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Black Arrow Ranger,
Buried Pile: Alchemical Glue, Lucky Rifle +2 2,

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""

Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Turn Order Celeste/Matsu_Kurisu, Ukuja/tcolmaster01, Lirianne/Grizzly

Out of turn updates

Hour = 1 Celeste/Matsu_Kurisu: Blessing of the Gods

Start of Turn
At: #1: Ghol-Gan Ruins

Celeste.Examine, recharging( ) to examine ( )

Give: No

Move: No

At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.

Recovery Augury (Old) (Monster)
Ghol-Gan Ruins Card 1: Addu, Monster 6 - Recharge 2
Ghol-Gan Ruins Card 2: Siren Caller, Monster B - Recharge
Ghol-Gan Ruins Card 3: Elven Sharpshooter, Ally 5 - Shuffle

Free explore Top Card(3-9): 1d7 + 2 ⇒ (6) + 2 = 8 = Ghol-Gan Ruins Card 8: Humanbane Gladius +2, Weapon 5: Strength 11

Spoiler:
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.

Strength 1d4 says Nope. Banished

End of Turn
Celeste.Examine, recharging( ) to examine( )

Recovery
You automatically succeed at your check to recharge a card that has the Arcane trait. May Shuffle
Augury (Old) - Shuffle

Reset
Recharge
Discard
Draw ac Geyser

Summary
Location = #1: Ghol-Gan Ruins Random(3-9),2,1
Acquired =
Banished = 8: Humanbane Gladius +2
Examined = 2: Siren Caller, 1: Addu, 3: Elven Sharpshooter,
Added =

Displayed =

Seized =

Plunder =

Examined =

From Box =

Give =

Used =

Other = lt Impossible Bottle: Reduce all Structural Damage by 2

"

Celeste wrote:

Hand: Embiggen, Fire Snake, ac Wall of Fire, Spite Cloud, Blessing of the Spellbound, lt Besmara's Tricorne, ac Geyser,

Displayed: lt Impossible Bottle,
Deck: 12 Discard: 4 Buried: 2
Hero Points: 1
NOTES:
Available Support: Distant: Any support available.
Local:
Other[/b
[b]Movement:
On Close:
Other: Hi I'm Celeste! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Bound Lantern Archon, Cleric of Nethys, Blessing of Abadar, Steal Soul, Numerology and Runes, Channel the Gift, ac Belt of Physical Might, Safety Bubble, ac Raise Dead, Augury (Old), Disintegrate
Recharged:
Discard Pile: Wayfinder, Blessing of Nethys, Vreva Jhafae, The Healing Light,
Buried Pile: Blessing of the Seventh Veil, Sage's Journal (Core),

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: INT+2
- Survival: INT+2
Wisdom d6 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: CHA+2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
You may discard ([X] or recharge) a card to add 1d8 ([X] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a card that has the Arcane trait. ([X] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
[X] When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
[X] When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Ukuja Deck Handler|||Ultimate Wilderness||| Hunter Deck

Out of Turn Updates: None

Turn - Hour:Blessing of Hshurha
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you succeed at a check, draw a card.
Explore: Animated Shield
d6 says no.
Cure: 1d4 + 1 ⇒ (2) + 1 = 3
RNG: 1d5 + 1d4 + 1d3 ⇒ (4) + (4) + (3) = 11

Ukuja ends their turn.
Free Examine: Winged Shield
Ukuja attempts to recover all cards in their Recovery pile.
Cure: 1d10 + 3 ⇒ (5) + 3 = 8
Ukuja resets their hand.

[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Ukuja wrote:

Hand: Blessing of Chaldira Zuzaristan, Raise Animal, Monkey, Blessing of Erastil, Aspect of the Snake, Cloud Puff, Frozen Crossbow, Marksman's Bow, Hawkmoon Bow,

Displayed: Giant Chameleon, White Tiger,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Everbloom, Blessing of Abadar, Improvised Club, Demonbane Light X-Bow +1, Elk, Blessing of Milani, Blessing of Achaekek, Saber Toothed Tiger, Thylacine, Stag, Snow Leopard
Recharged: Cure (Core),
Discard Pile: Angelstep, Blessing of Wind and Waves,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dex +2
White Tiger Acrobatics: Dex +2
Giant Chameleon Stealth: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Surivival: Wisdom +3
Charisma d4 ☐ +1

Cohort: Each scenario, choose 2 Hunter Class Deck cohorts
Favored Card: Ally or Weapon
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, Weapons, Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead. ([X] Then you may recharge a card and draw a card.)
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier). (☐ If the bane has the Demon or Outsider trait, you may instead recharge the card).
[X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[X] At the end of your turn, you may examine the top card of your location deck. (☐ If it is a bane that has the Demon or Outsider trait, you may encounter it.)
☐ Add 1d4 to your (☐ or a character at your location's) check against a summoned bane.
[x]Treat your powers that say ""Animal"" as if they say ""Animal or Vermin.""

"


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 17, Lirianne/Grizzly

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

Monsters
Spoiler:
Sea Drake
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.

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

Spoiler:
Chelish Marine
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.

Spoiler:
Giant Spyglass Octopus
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

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

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

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

Spoiler:
Avalanche
RotR
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 16
When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

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

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

Weapons
Spoiler:
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:
Flaming Icy Axe +1
RotR
Weapon 6
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Venomous Pike +2
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spoiler:
Thorn Bow
None
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Survival 12
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 2. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to evade the bane and put it on top of its location deck.
If proficient with weapons, put this card on top of your deck to add 1d4+1 to a combat check by a character at another location.

Spoiler:
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.

Spells
Spoiler:
Raise Dead
RotR
Spell 5
Traits:
Divine
Magic
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:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
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:
Invoke
RotR
Spell 6
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
If you do not have the Divine skill, banish this card.

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

Armors
Spoiler:
Adamantine Plate Armor
RotR
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 14
Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce 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, discard 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:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Pelt of the Ulfen Wolf
None
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Combat damage dealt to you by 2.
Recharge this card to add 1d4 and the Animal trait to your Melee or Ranged combat check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If 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:
Helpful Haversack
SS
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

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

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

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

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

Spoiler:
Morgiv
RotR
Ally 6
Traits:
Enshrouded
To Acquire:
Charisma
Diplomacy 13
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.

Spoiler:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.

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

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

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

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

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

Spoiler:
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the 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: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Celeste/Matsu_Kurisu
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 2 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 2 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 3 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Celeste/Matsu_Kurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 5 Ukuja/tcolmaster01
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 6 Lirianne/Grizzly:
Spoiler:
Hourglass Card 6 Lirianne/Grizzly
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 8 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 9 Lirianne/Grizzly
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 10 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Celeste/Matsu_Kurisu
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 11 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 11 Ukuja/tcolmaster01
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 12 Lirianne/Grizzly:
Spoiler:
Hourglass Card 12 Lirianne/Grizzly
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 13 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Celeste/Matsu_Kurisu, None

Ghol-Gan Ruins Card 1:
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.
Ghol-Gan Ruins Card 2:
Occluding Field
RotR
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Ghol-Gan Ruins Card 3:
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.
Ghol-Gan Ruins Card 4:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 5:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Ghol-Gan Ruins Card 6:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Ghol-Gan Ruins Card 7 (Siren Caller):
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.
Ghol-Gan Ruins Card 8 (Addu):
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.

Location #2: Ruined Amphitheater
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Teleportation Chamber
Closed
At This Location: At the end of your turn, move to another location.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/tcolmaster01, None

Hall of Champions Card 1 (Winged Shield):
Winged Shield
RotR
Armor 5
Traits:
Magic
Offhand
Shield
To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 2:
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.
Hall of Champions Card 3:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Champions Card 4:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Hall of Champions Card 5:
Mugslup
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Hall of Champions Card 6:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Location #5: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Lirianne/Grizzly, None
Great Stone Bridge Card 1:
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.
Great Stone Bridge Card 2:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge Card 3:
Velociraptor
RotR
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 14
Discard this card to explore your location; add 2d6 to your combat checks during this exploration.
Great Stone Bridge Card 4:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.


Lirianne Deck Builder||

Start of Turn:
Explore location.

Great Stone Bridge Card 1: 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.

Attempt to acquire Int 7: 1d8 + 2 ⇒ (4) + 2 = 6 Failed

Discard Blessing of Calistria to explore again

Great Stone Bridge Card 2: Brineborn Giant:

None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Alkenstar Pistol
Discard Poisoned Bullets
Attempt to defeat Combat 22: 1d10 + 5 + 1d6 + 6 + 1d12 ⇒ (9) + 5 + (3) + 6 + (2) = 25 Defeated!
Pistol Recovery 1-2: 1d12 ⇒ 1 Pistol is shuffled into deck
Poisoned Bullets recovery Craft 8: 1d8 + 3 + 2d6 ⇒ (3) + 3 + (6, 6) = 18 Poisoned Bullets are recharged

Discard Blessing of the Gods
Attempt to close Ranged 10: 2d10 + 5 ⇒ (1, 3) + 5 = 9
Use Hero point to reroll
2nd Attempt to close Ranged 10: 2d10 + 5 ⇒ (10, 6) + 5 = 21 Location Closed
Recharge Blessing of the Gods

End of Turn:
reset Hand

Summary
Acquired: None
Banished: Brineborn Giant
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Lirianne wrote:

Hand: Old Salt, Enervating Pistol +3 2, Navigator Musket +1, Thieves' Tools, Lucky Rifle +2, Adamantine Bullets, Sniper's Studded Leather,

Displayed: Shock Bullets,
Deck: 11 Discard: 5 Buried: 2
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Emerald of Dexterity, Quartermaster, Blessing of Alkenstar, Blessing of Alkenstar 2, Enervating Pistol +3, Clockwork Owl, Returning Frost Spear +2, Surgeon
Recharged: Poisoned Bullets, Alkenstar Pistol, Blessing of the Gods,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Black Arrow Ranger, Blessing of Calistria,
Buried Pile: Alchemical Glue, Lucky Rifle +2 2,

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""

Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Turn Order Celeste/Matsu_Kurisu, Ukuja/tcolmaster01, Lirianne/Grizzly

Out of turn updates

Hour = 1 Celeste/Matsu_Kurisu: Blessing of Kelizandri

Start of Turn
At: #1: Ghol-Gan Ruins

Celeste.Examine, recharging( ) to examine( )

Give: No

Move: No

At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.

Free explore = Ghol-Gan Ruins Card 1: Blessing of Erastil, Blessing B: Dexterity 4

Spoiler:
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.

Dexterirty 1d8
Dexterirty 4: 1d8 ⇒ 6 Acquired

Discard ac Blessing of Erastil, explore = Ghol-Gan Ruins Card 2: Occluding Field, Barrier 6: Constitution 15

Spoiler:
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

Recovery Fire Snake 1d10+4+2, reveal lt Besmara's Tricorne +1d8, recharge Blessing of the Spellbound +1d10
Constitution 15: 1d10 + 4 + 2 + 1d8 + 1d10 ⇒ (1) + 4 + 2 + (8) + (4) = 19 Banished

End of Turn
Celeste.Examine, recharging( ac Geyser ) to examine ( Hall of Champions Card 1: Winged Shield )

Recovery
You automatically succeed at your check to recharge a card that has the Arcane trait. May Shuffle
Fire Snake - Shuffle

Reset
Recharge
Discard
Draw Blessing of the Spellbound, Safety Bubble, Steal Soul

Summary
Location = #1: Ghol-Gan Ruins (3-8)
Acquired = 1: Blessing of Erastil
Banished = 2: Occluding Field
Examined =
Added =

Displayed =

Seized =

Plunder =

Examined =

From Box =

Give =

Used =

Other = lt Impossible Bottle: Reduce all Structural Damage by 2

"

Celeste wrote:

Hand: Embiggen, ac Wall of Fire, Spite Cloud, lt Besmara's Tricorne, Blessing of the Spellbound, Safety Bubble, Steal Soul,

Displayed: lt Impossible Bottle,
Deck: 12 Discard: 5 Buried: 2
Hero Points: 1
NOTES:
Available Support: Distant: Any support available.
Local:
Other[/b
[b]Movement:
On Close:
Other: Hi I'm Celeste! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Augury (Old), Blessing of Abadar, ac Raise Dead, Cleric of Nethys, ac Geyser, Disintegrate, Channel the Gift, Blessing of Pharasma, Bound Lantern Archon, ac Belt of Physical Might, Numerology and Runes, Fire Snake
Recharged:
Discard Pile: Wayfinder, Blessing of Nethys, Vreva Jhafae, The Healing Light, ac Blessing of Erastil,
Buried Pile: Blessing of the Seventh Veil, Sage's Journal (Core),

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: INT+2
- Survival: INT+2
Wisdom d6 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: CHA+2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
You may discard ([X] or recharge) a card to add 1d8 ([X] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a card that has the Arcane trait. ([X] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
[X] When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
[X] When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Ukuja Deck Handler|||Ultimate Wilderness||| Hunter Deck

Out of Turn Updates: None

Turn - Hour: Blessing of the Gods
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you succeed at a check, draw a card.
Explore: Winged Shield
Fail, Banish

Discard Monkey to Explore:

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.

Fail, Banish.

Ukuja ends their turn.
Free Examine: Brineborn Giant
Recharge Monkey.
Ukuja attempts to recover all cards in their Recovery pile.

Ukuja resets their hand.

[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Ukuja wrote:

Hand: Blessing of Chaldira Zuzaristan, Raise Animal, Elk, Blessing of Erastil, Aspect of the Snake, Cloud Puff, Frozen Crossbow, Marksman's Bow, Hawkmoon Bow,

Displayed: Giant Chameleon, White Tiger,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Improvised Club, Blessing of Achaekek, Thylacine, Demonbane Light X-Bow +1, Snow Leopard, Blessing of the Everbloom, Saber Toothed Tiger, Blessing of Abadar, Stag, Blessing of Milani
Recharged: Cure (Core), Monkey,
Discard Pile: Angelstep, Blessing of Wind and Waves,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dex +2
White Tiger Acrobatics: Dex +2
Giant Chameleon Stealth: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Surivival: Wisdom +3
Charisma d4 ☐ +1

Cohort: Each scenario, choose 2 Hunter Class Deck cohorts
Favored Card: Ally or Weapon
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, Weapons, Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead. ([X] Then you may recharge a card and draw a card.)
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier). (☐ If the bane has the Demon or Outsider trait, you may instead recharge the card).
[X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[X] At the end of your turn, you may examine the top card of your location deck. (☐ If it is a bane that has the Demon or Outsider trait, you may encounter it.)
☐ Add 1d4 to your (☐ or a character at your location's) check against a summoned bane.
[x]Treat your powers that say ""Animal"" as if they say ""Animal or Vermin.""

"


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 20, Lirianne/Grizzly

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

Monsters
Spoiler:
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.

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:
Gargoyle Sniper
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

Spoiler:
Iron Golem
RotR
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 22
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat

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_

Barriers
Spoiler:
Assassination Attempt
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.

Spoiler:
Trapped Spellbook
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Spoiler:
Avalanche
RotR
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 16
When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

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

Spoiler:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Weapons
Spoiler:
Forest Quarterstaff
None
Weapon 6
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, you may reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If you play an ally that has the Animal trait on this check, you may reveal the ally instead of recharging, discarding, or burying it.

Spoiler:
Enervating Pistol +3
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.

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

Spoiler:
Old Salt's Rapier +2
SS
Weapon 6
Traits:
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.

Spoiler:
Venomous Pike +2
SS
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spells
Spoiler:
Raise Dead
RotR
Spell 5
Traits:
Divine
Magic
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:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

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

Spoiler:
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:
Raise Animal
None
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 10
Discard this card to draw a card that has the Animal trait from your discard pile or your buried cards.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

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

Spoiler:
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:
Bolstering Armor
RotR
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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:
Greater Bolstering Armor
RotR
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
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:
Hellknight Armor
SS
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Helpful Haversack
SS
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

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

Spoiler:
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.

Allies
Spoiler:
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.

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

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

Spoiler:
Ayruzi
RotR
Ally 6
Traits:
Angel
Outsider
To Acquire:
Charisma
Diplomacy 14
Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.

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

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

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

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

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

Spoiler:
Blessing of Sivanah
SS
Blessing 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: 10

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Celeste/Matsu_Kurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 2 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 2 Ukuja/tcolmaster01
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Lirianne/Grizzly:
Spoiler:
Hourglass Card 3 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 5 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 6 Lirianne/Grizzly
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Celeste/Matsu_Kurisu
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 8 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 8 Ukuja/tcolmaster01
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 9 Lirianne/Grizzly:
Spoiler:
Hourglass Card 9 Lirianne/Grizzly
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Celeste/Matsu_Kurisu, None

Ghol-Gan Ruins Card 1:
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.
Ghol-Gan Ruins Card 2:
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ghol-Gan Ruins Card 3:
Elven Sharpshooter
RotR
Ally 5
Traits:
Elf
Ranger
To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Ghol-Gan Ruins Card 4:
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.
Ghol-Gan Ruins Card 5 (Siren Caller):
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.
Ghol-Gan Ruins Card 6 (Addu):
Addu
SS
Monster 6
Traits:
Dragon
Aquatic
To Defeat:
Combat 20
THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.

Location #2: Ruined Amphitheater
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Teleportation Chamber
Closed
At This Location: At the end of your turn, move to another location.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Ukuja/tcolmaster01, None

Hall of Champions Card 1 (Brineborn Giant):
Brineborn Giant
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Champions Card 2:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Hall of Champions Card 3:
Mugslup
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Hall of Champions Card 4:
Returning Frost Spear +2
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Location #5: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lirianne/Grizzly, None


Lirianne Deck Builder||

Start of Turn:
Display Adamantine Bullets
Move to Ghol-Gan Ruins
Explore location

Ghol-Gan Ruins Card 1: 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.

Use Ukujas Blessing of Chaldira
Attempt to defeat Perception 12: 2d8 + 3 ⇒ (7, 3) + 3 = 13 Success!
Success action: Examine top card of location deck, Ghol-Gan Ruins Card 2:
Brineborn Giant
Leave card at top of location deck

End of turn:
Reset hand

Summary
Acquired: None
Banished: Lookout Duty
Examined: Brineborn Giant
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Ukujas Blessing of Chaldira
Actions needed by other Player(s): None

Lirianne wrote:

Hand: Old Salt, Enervating Pistol +3 2, Navigator Musket +1, Thieves' Tools, Lucky Rifle +2, Alkenstar Pistol, Sniper's Studded Leather,

Displayed: Shock Bullets, Adamantine Bullets,
Deck: 10 Discard: 5 Buried: 2
Current Location: Ghol-Gan Ruins
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Alkenstar 2, Enervating Pistol +3, Surgeon, Blessing of Alkenstar, Returning Frost Spear +2, Blessing of the Gods, Emerald of Dexterity, Clockwork Owl, Poisoned Bullets, Quartermaster
Recharged:
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Black Arrow Ranger, Blessing of Calistria,
Buried Pile: Alchemical Glue, Lucky Rifle +2 2,

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""

Wayfinders

Naga Deck handler | Pathfinder Tales|Ultimate Magic|Divine Pack (Boon)

Turn Order Celeste/Matsu_Kurisu, Ukuja/tcolmaster01, Lirianne/Grizzly

Out of turn updates

Hour = 1 Celeste/Matsu_Kurisu: Blessing of the Gods

Start of Turn
At: #1: Ghol-Gan Ruins

Celeste.Examine, recharging( ) to examine( )

Give: No

Move: No

At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.

Free explore = Ghol-Gan Ruins Card 2: Brineborn Giant, Henchman 6: Combat 22

Spoiler:
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA Lirianne/Grizzly takes 2 combat damage(ac Wall of Fire, Spite Cloud). Display Safety bubble
Recovery Spite Cloud 1d10+4+2+4d6, bite(ac Wall of Fire AD3) +1d8+3
Display Embiggen: d4->d8, d6->d10, d8->12, d10->d12, d12->d20
Location +6DC
Lirianne/Grizzly shuffles Enervating Pistol +3 Reduce DC: -2d4 ⇒ -(3, 1) = -4
Combat 24(22+6-4): 1d12 + 4 + 2 + 4d10 + 1d12 + 3 ⇒ (7) + 4 + 2 + (8, 9, 7, 1) + (5) + 3 = 46 Banished
Display Steal Soul

Scenario.Defeated Giant: Heal card#(1-5): 1d5 ⇒ 3 (Vreva Jhafae)

Location #1: Ghol-Gan Ruins
When Closing: Succeed at a Constitution check with a difficulty of 11(5+6)
Constitution 1d6, Steal Soul +1d4, reveal lt Besmara's Tricorne +1d8
Embiggen: d4->d8, d6->d10, d8->12, d10->d12, d12->d20
Constitution 11: 1d10 + 1d8 + 1d12 ⇒ (10) + (5) + (6) = 21 Success. CLOSED
Recharge Safety Bubble

When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location. (n/a)

End of Turn
Celeste.Examine, recharging( ) to examine ( )

Recovery
You automatically succeed at your check to recharge a card that has the Arcane trait. May Shuffle
Embiggen - Shuffle
Spite Cloud - Shuffle

Reset
Recharge
Discard
Draw Vreva Jhafae, Blessing of Pharasma, ac Wall of Fire, Spite Cloud, Channel the Gift

Summary
Location = #1: Ghol-Gan Ruins (CLOSED)
Acquired =
Banished = 2: Brineborn Giant,
Examined =
Added =

Displayed =

Seized =

Plunder =

Examined =

From Box =

Give =

Used =

Other = lt Impossible Bottle: Reduce all Structural Damage by 2
BYA Lirianne/Grizzly takes 2 combat damage. Display Safety bubble blocks 1d4, Lirianne/Grizzly shuffles Enervating Pistol +3

"

Celeste wrote:

Hand: Blessing of the Spellbound, lt Besmara's Tricorne, Vreva Jhafae, Blessing of Pharasma, ac Wall of Fire, Spite Cloud, Channel the Gift,

Displayed: lt Impossible Bottle, Safety Bubble, Steal Soul,
Deck: 11 Discard: 4 Buried: 2
Hero Points: 1
NOTES:
Available Support: Distant: Any support available.
Local:
Other[/b
[b]Movement:
On Close:
Other: Hi I'm Celeste! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): ac Belt of Physical Might, ac Raise Dead, Numerology and Runes, Cleric of Nethys, Blessing of Abadar, Fire Snake, Embiggen, Disintegrate, Bound Lantern Archon, ac Geyser, Augury (Old)
Recharged:
Discard Pile: Wayfinder, Blessing of Nethys, The Healing Light, ac Blessing of Erastil,
Buried Pile: Blessing of the Seventh Veil, Sage's Journal (Core),

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: INT+2
- Survival: INT+2
Wisdom d6 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: CHA+2

Favored Card: Spell
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
You may discard ([X] or recharge) a card to add 1d8 ([X] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a card that has the Arcane trait. ([X] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck. (☐ If the examined card is a blessing or spell you may move to that location.)
[X] When you acquire a weapon or armor (☐ or an item), you may banish it to draw a spell (☐ or a blessing) from the box.
[X] When you would fail your check against a bane that has the Aquatic or Pirate trait or a ship, you may reroll 1 die (☐ or 2 dice); take the new result.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Ukuja Deck Handler|||Ultimate Wilderness||| Hunter Deck

Out of Turn Updates: None

Turn - Hour:Blessing of Besmara
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: When you succeed at a check, draw a card.
Explore: Brineborn Giant
BYA Not Applicable
Blessing of Erastil, Frozen Crossbow
Combat 22: 3d10 + 8 + 1d8 ⇒ (4, 6, 5) + 8 + (5) = 28
Defeated
Heal: 1d4 ⇒ 3

Close Check: Display a Weapon (Markman's Bow)

Ukuja ends their turn.
Examine: VILLAIN FOUND
Ukuja attempts to recover all cards in their Recovery pile.

Ukuja resets their hand.
Discard Aspect of the Snake, Raise Animal, Elk.

[u]Summary[/u]
Acquired: None
Banished: Brinebane Giant
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Ukuja wrote:

Hand: Improvised Club, Snow Leopard, Blessing of the Everbloom, Monkey, Blessing of Achaekek, Cloud Puff, Thylacine, Frozen Crossbow, Hawkmoon Bow,

Displayed: Giant Chameleon, White Tiger, Marksman's Bow,
Deck: 7 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Milani, Blessing of Chaldira Zuzaristan, Stag, Blessing of Abadar, Saber Toothed Tiger, Cure (Core), Demonbane Light X-Bow +1
Recharged:
Discard Pile: Angelstep, Blessing of Wind and Waves, Aspect of the Snake, Blessing of Erastil, Raise Animal, Elk,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged: Dex +2
White Tiger Acrobatics: Dex +2
Giant Chameleon Stealth: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Surivival: Wisdom +3
Charisma d4 ☐ +1

Cohort: Each scenario, choose 2 Hunter Class Deck cohorts
Favored Card: Ally or Weapon
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, Weapons, Divine
POWERS:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead. ([X] Then you may recharge a card and draw a card.)
You may discard a card that has the Animal trait to evade a bane you encounter (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check)(☐ or to your check to defeat a barrier). (☐ If the bane has the Demon or Outsider trait, you may instead recharge the card).
[X] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
[X] At the end of your turn, you may examine the top card of your location deck. (☐ If it is a bane that has the Demon or Outsider trait, you may encounter it.)
☐ Add 1d4 to your (☐ or a character at your location's) check against a summoned bane.
[x]Treat your powers that say ""Animal"" as if they say ""Animal or Vermin.""

"


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 23, Lirianne/Grizzly

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

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

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

Spoiler:
Mummy
RotR
Monster 5
Traits:
Mummy
Undead
To Defeat:
Combat 21
The Mummy is immune to the Cold and Poison traits.
Add 1d8 to attempts to defeat the Mummy with the Fire trait.
If undefeated, after the encounter, bury your discard pile.

Spoiler:
Gargoyle Sniper
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

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:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.

Spoiler:
Avalanche
RotR
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 16
When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

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

Spoiler:
Crushing Door
RotR
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat 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.

Weapons
Spoiler:
Acidic Sling +3
RotR
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.

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:
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.

Spoiler:
Venomous Heavy Crossbow +2
RotR
Weapon 5
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Spoiler:
Old Salt's Rapier +2
SS
Weapon 6
Traits:
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.

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:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Corrosive Storm
RotR
Spell 6
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
Succeed at an Arcane 14 check to recharge this card instead of discarding 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.

Spoiler:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

Armors
Spoiler:
Demon Armor
RotR
Armor 6
Traits:
Fire
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If 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:
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:
Invincible Breastplate
RotR
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard 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.

Items
Spoiler:
Sihedron Ring
RotR
Item 6
Traits:
Accessory
Magic
Sihedron
To Acquire:
Constitution
Fortitude 7
OR Arcane 9
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

Spoiler:
Headband of Inspired Wisdom
None
Item 5
Traits:
Accessory
Magic
To Acquire:
Wisdom 7
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

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

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

Spoiler:
Nautical Charts
SS
Item B
Traits:
Book
To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.

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

Spoiler:
Ambrose "Fishguts" Kroop
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

Spoiler:
Svevenka
RotR
Ally 6
Traits:
Druid
Nymph
To Acquire:
Charisma
Diplomacy
Wisdom
Survival 12
Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Banish this card to explore your location, adding 2 to any combat checks made during this exploration.

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

Blessings
Spoiler:
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

Current Hour:

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

Hours Remaining: 7

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Celeste/Matsu_Kurisu
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 2 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 3 Lirianne/Grizzly
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 4 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Celeste/Matsu_Kurisu
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 5 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 5 Ukuja/tcolmaster01
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 6 Lirianne/Grizzly:
Spoiler:
Hourglass Card 6 Lirianne/Grizzly
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Ghol-Gan Ruins
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lirianne/Grizzly, Celeste/Matsu_Kurisu, None

Location #2: Ruined Amphitheater
Closed
At This Location: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Teleportation Chamber
Closed
At This Location: At the end of your turn, move to another location.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/tcolmaster01, None

Hall of Champions Card 1:
Mugslup
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.

Location #5: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Lirianne Deck Builder||

BYA from Celeste turn:
Enervating pistol shuffled
Safety Bubble 1d4: 1d4 ⇒ 3 3 damage prevented.
No damage taken.

Start of Turn:
Move to Hall of Champions
Explore location

Hall of Champions Card 1: Mugslup:

None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.

BYA examine: Enervating Pistol +3, Quartermaster
Recharge Enervating Pistol
Bury Quartermaster

Bury Alkenstar pistol
Recharge Old Salt
Attempt to defeat Combat 30: 1d10 + 5 + 1d6 + 6 + 1d10 + 6 ⇒ (6) + 5 + (5) + 6 + (4) + 6 = 32 Defeated!

Recharge Lucky Rifle +2
Discard Ukujas Blessing of Achaekek
2nd Attempt to defeat: 3d10 + 5 + 1d12 + 2 ⇒ (7, 8, 6) + 5 + (5) + 2 = 33 Defeated!

Villain defeated!
Location Closed.

End of Turn:
Reset Hand

Summary
Acquired: None
Banished: Mugslup
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Ukujas Blessing of Achaekek
Actions needed by other Player(s): None

Lirianne wrote:

Hand: Emerald of Dexterity, Enervating Pistol +3 2, Navigator Musket +1, Thieves' Tools, Lucky Rifle +2, Blessing of Alkenstar 2, Sniper's Studded Leather,

Displayed: Shock Bullets, Adamantine Bullets,
Deck: 8 Discard: 5 Buried: 4
Current Location: Hall of Champions
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES:
Available Support: Surgeon is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Returning Frost Spear +2, Clockwork Owl, Blessing of the Gods, Blessing of Alkenstar, Poisoned Bullets, Surgeon
Recharged: Enervating Pistol +3, Old Salt,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Black Arrow Ranger, Blessing of Calistria,
Buried Pile: Alchemical Glue, Lucky Rifle +2 2, Quartermaster, Alkenstar Pistol,

Skills and Powers:
SKILLS
Strength d4 ☐ +1

Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""


Development
The giants’ ruler, Mugslup, has been beaten and broken. “SHE
watches us,” he intones, “yet serves another. HIS realm is a
whirlwind of destruction and chaos near the outer edge of the
Great Hurricane. No one dares to stare into the storm, where HE
thrives in the chaos and madness. Only a fool would seek HIM!”

Okay, so maybe you’re a little foolish, but the nightmares
won’t stop until you face your fears. As you prepare to set a course
deeper into the Shackles’ eternal hurricane, a scout in the crow’s
nest announces that a ship is approaching. It’s the Hurricane
King! Perhaps you won’t have to face these horrors alone…

Reward
For the rest of the Adventure Path, when setting up each scenario, character may temporarily replace a weapon in her deck with the loot Scoundrel’s Sword Cane and another character may temporarily replace a weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return the loot to the game box.

Scoundrel's Sword Cane:

Loot
Type: Weapon
Traits: Sword Melee Piercing Finesse Magic
To Acquire:
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Reveal this card to add 1d6+2 to your Perception or Stealth check.

Crossbow of Retribution:

Loot
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.

Blessing of Wind and Waves (Blessing 5)
Blessing of Erastil (Blessing B)
Belt of Physical Might (Item 6)
Alchemical Glue (Item 1)
Geyser (Spell 2)
Wall of Fire (Spell 3)
Raise Dead (Spell 5)
Shock Greatsword +2 (Weapon 6)
Flaming Icy Axe +1 (Weapon 6)
Returning Frost Spear +2 (Weapon 6)


0-6D: THE PIRATE PARTY
As you were charting a course past the fringe of the Shackles’
eternal hurricane, you were startled by the arrival of the
Hurricane King’s ship. The crew signaled for you to come aboard.
The winds are fierce this close to the hurricane, but with a bit of
planning, you cast off ropes towards the Hurricane King’s ship.

The ship’s captain isn’t here to greet you. Neither is the
boatswain or the first mate. The surly crew watches you warily.

What’s that scurrying across the deck? Is there something else
here? Are there many things here? As your breath catches in your
throat, you realize that it’s the bugs. The bugs, the bugs, the bugs
that got in your hair and in your skull and your mind and they all
serve HER. Terror seizes you as the crew lunges towards you,
grabbing for boarding pikes and any weapons that lie at hand.
You can no longer trust the crew that once served Hurricane
King—the Shrouded Queen has enlisted them for a far more
sinister purpose.

Seems like you’ve become a little too infamous. Like any worthy
pirate, you wanted to become a legend. Your tales have inspired
an armada of captains to support you in your bid for the Pirate
Council, but you’ve also made powerful enemies. The Shrouded
Queen managed to suborn the Hurricane King’s ship and crew,
but you were made of sterner stuff. She captured you, but could
never control you. Now it’s clear that She intends to destroy you.
Leering with malevolent intent, her minions advance.


During This Adventure:

During This Scenario:

Additional Rules: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.

Scenario Level (#): 6

Turn: 0, Lirianne/Grizzly

Party's current ship: Merchantman:

Ship B
Traits:

To Defeat:
Wisdom
Survival 5
OR Perception 7
When Encountering This Ship:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results_
When Commanding This Ship:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead_
:

Random Cards:

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

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

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

Spoiler:
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:
Abominable Snowman
RotR
Monster 6
Traits:
Yeti
To Defeat:
Combat 18
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.

Barriers
Spoiler:
Icy Ledge
RotR
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Disable 14
OR Wisdom
Survival 16
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

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

Spoiler:
Icy Ledge
RotR
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Disable 14
OR Wisdom
Survival 16
If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

Spoiler:
Crawling Cyclops Hands
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Spoiler:
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.

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

Spoiler:
Flaming Icy Axe +1
RotR
Weapon 6
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

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

Spoiler:
Flaming Ranseur +3
RotR
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing
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 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Spells
Spoiler:
Speed
SS
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

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

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

Spoiler:
Vengeful Storm
SS
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

Spoiler:
Find Traps
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Pelt of the Ulfen Wolf
None
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Combat damage dealt to you by 2.
Recharge this card to add 1d4 and the Animal trait to your Melee or Ranged combat check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If 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:
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.

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

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

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

Spoiler:
Ring of Energy Resistance
RotR
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

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

Allies
Spoiler:
Mountaineer
RotR
Ally 6
Traits:
Hireling
Human
To Acquire:
Wisdom
Survival 10
OR Charisma
Diplomacy 13
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.

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

Spoiler:
Dwarf Allosaurus
None
Ally 6
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location; if it is the first exploration of your turn, you may recharge this card instead. During this exploration, on your combat checks, add 2d6; after the exploration, if you banished an ally or a monster you encountered, you may move, then explore your location.

Spoiler:
Morgiv
RotR
Ally 6
Traits:
Enshrouded
To Acquire:
Charisma
Diplomacy 13
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.

Spoiler:
Pyromaniac Mage
RotR
Ally 5
Traits:
Human
Wizard
To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

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

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

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

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Celeste/Matsu_Kurisu
Blessing of the Savored Sting
None
Blessing 6
Traits:
Divine
Calistria
To Acquire:
Dexterity 7
OR Divine 5
On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to this check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.
Hourglass Card 2 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 2 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 3 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Celeste/Matsu_Kurisu
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 5 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 5 Ukuja/tcolmaster01
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 6 Lirianne/Grizzly:
Spoiler:
Hourglass Card 6 Lirianne/Grizzly
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Celeste/Matsu_Kurisu
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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 8 Ukuja/tcolmaster01
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After 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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 9 Lirianne/Grizzly
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 10 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Celeste/Matsu_Kurisu
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 11 Ukuja/tcolmaster01
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 Lirianne/Grizzly:
Spoiler:
Hourglass Card 12 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 13 Celeste/Matsu_Kurisu
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 14 Ukuja/tcolmaster01
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Lirianne/Grizzly:
Spoiler:
Hourglass Card 15 Lirianne/Grizzly
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Celeste/Matsu_Kurisu
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 17 Ukuja/tcolmaster01
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 18 Lirianne/Grizzly:
Spoiler:
Hourglass Card 18 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 Celeste/Matsu_Kurisu
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 20 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 20 Ukuja/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Lirianne/Grizzly:
Spoiler:
Hourglass Card 21 Lirianne/Grizzly
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 Celeste/Matsu_Kurisu
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 23 Ukuja/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 24 Lirianne/Grizzly:
Spoiler:
Hourglass Card 24 Lirianne/Grizzly
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 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 25 Celeste/Matsu_Kurisu
Blessing of Nethys
RotR
Blessing 6
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After 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 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 26 Ukuja/tcolmaster01
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 27 Lirianne/Grizzly:
Spoiler:
Hourglass Card 27 Lirianne/Grizzly
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 28 Celeste/Matsu_Kurisu:
Spoiler:
Hourglass Card 28 Celeste/Matsu_Kurisu
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 29 Ukuja/tcolmaster01:
Spoiler:
Hourglass Card 29 Ukuja/tcolmaster01
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 30 Lirianne/Grizzly:
Spoiler:
Hourglass Card 30 Lirianne/Grizzly
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Plunder Deck
W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0

Location #1: Fort Hazard
At This Location: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: Lucrehold
At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Location #4: Shrine to Besmara
At This Location: You may add the Pirate and/or Swashbuckling traits to your checks.
When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
M: 2 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None

Location #5: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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