Lini - Noasarc |
Hour: Hshurha
Start of turn location check.
Survival 5, can't fail.
Hand Lady Agasta to Siwar.
Free explore Shipwreck Graveyard card #1: Sandbar
Reveal Besmara's Tricorne, recharge Crow.
Wis 11: 1d10 + 1d8 + 1d4 + 3 ⇒ (4) + (3) + (2) + 3 = 12
Success, Sandbar defeated.
Discard Blessing of of Chaldira, explore card #2: Goblin Pegleg
Str 8, can't succeed. Pegleg banished.
Discard Fire Gecko, explore card #3: Obscure
Reveal tricorne
Wis 6: 1d10 + 1d8 + 3 ⇒ (2) + (2) + 3 = 7
Success, Obscure acquired.
End of turn.
Hand: Obscure, Besmara's Tricorne, Blessing of the Green Faith, Stone Axe +1, Aspect of the Monkey, Blessing of the Green Faith 2, Bestial Rags,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
NOTES:
Available Support: Blessings, obscure available.
Middle of Deck (Unknown Order): Fireblade, Cure, Cloud Puff, Angelstep, Shock Lizard, Reed Moccasin, Aspect of the Hawk, Droogami
Recharged: Crow,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
Survival: Wis +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
N/A
POWERS:
At the start (☑ or end) of your turn, you may exchange a card in your
hand for an ally that has the Animal trait in your discard pile.
For your combat check, you may display an ally that has the Animal trait
to use your Survival skill + 1d6. If you succeed at the check, recharge
the displayed card; otherwise bury (☐ or discard) it.
Siwar |
Off turn, given Lady Agasta Smythee
Before the end of Lini's turn, banish Fly to Recovery to examine:
Coastline: Safe Harbor
Raker Shoals: Temple Sword
Then move to Coastline
Siwar attempts to recover all cards in her Recovery pile.
Fly: Arcane 10: 1d12 + 3 ⇒ (6) + 3 = 9 -> Fly discarded.
Hour of Milani
Free explore and encounter Safe Harbor
Recharge Magical Child
Arcane 8: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (2) = 12 Acquired!
Discard Pharasma's Knowing 1 to draw Bound Elemental and Priest of Pharasma, then recharge Totem Necklace and Safe Harbor, then explore and encounter Shackles Pirate
Reveal Lady Agasta Smythee and recharge the rest of my hand (5 cards)
Combat 9+3: 1d4 + 10 ⇒ (4) + 10 = 14 Banished!
Before she can get stuck in the underwater shipwrecks, Siwar flies with Lady Agasta to the coastline. There she finds a much safer harbor for the ship and a Pirate guarding it. Lady Agasta grabs the unsuspecting wretch allowing Siwar to give him a life altering slap.
Hand: Lady Agasta Smythee, Cure, Chronicler, Blessing of the Spellbound, Farglass, Wand of Flying, Ice and Fire,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Current Location: Coastline
Hero Points: 3
Product Reroll: Used
NOTES:
Available Support: Cure and Blessing available.
Movement: Keep me with the crew unless it's giving me a rough start of turn power
Other: Recharge freely for d4s in hand order. (Allies reload)
Middle of Deck (Unknown Order): Binder's Tome, Pharasma's Knowing 2, Swipe, Cleric of Nethys, Blessing of Abraxas
Recharged: Magical Child, Safe Harbor, Totem Necklace, Fire Snake, Bound Elemental, Apprentice, Ruby of Charisma, Priest of Pharasma,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☐ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☐ Add 2 to any check to defeat a henchman (☐ or villain) (☐ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
Board Status
Crimsi, Lini, Flenta, Telessel - Shipwreck Graveyard 1-7 remain
Sea Caves 1-10 remain
Fog Bank 1-10 remain
Riptide Cove 1-10 remain
Mancatcher Cove 1-10 remain
Siwar - Coastline 1-8 remain
Raker Shoals 1-10 remain // 1=Temple Sword +1
BR Nathan Davis |
During This Adventure:
During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
Additional Rules: Story Banes
Villains: Uthiggmaru
Henchmen (Closing): Ormandar, Jalhazar's Curse (Non-Closing), The Ancient Mariner, Shipwreck
Blackwater Charda
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda. To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
Henchman
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 3, Flenta/Hawkmoon
Monsters
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.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
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.
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.
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Barriers
SS
Barrier C
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier 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.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Weapons
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
SS
Weapon 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.
None
Weapon P
Traits:
Firearm
Ranged
Piercing
Magic
Veteran
Owner: Lirianne
To Acquire:
Dexterity
Ranged
Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6 plus the scenario's adventure deck number; you may additionally bury this card to add another 1d10. If you did not bury this card and do not have the Gunslinger trait, roll 1d6, or 1d12 if proficient with Weapons; on 1-2, shuffle this card into your deck.
None
Weapon P
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Veteran
Owner: Jirelle
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add the Swashbuckling trait to your check to defeat a bane.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Spells
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.
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.
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.
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
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.
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.
Armors
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
None
Armor P
Traits:
Heavy Armor
Owner: Hayato
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 3 to your Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury this card instead.
If you have the Samurai trait, you may recharge this card when you reset your hand.
Items
None
Item P
Traits:
Clothing
Owner: Enora
To Acquire:
Intelligence
Knowledge 6
Recharge this card to recharge a boon that has the Magic trait from your discard pile.
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.
SS
Item B
Traits:
Tool
To Acquire:
Wisdom
Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item 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
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.
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.
None
Ally P
Traits:
Animal
Owner: Adowyn
To Acquire:
Wisdom
Survival 9
Recharge this card to examine the top or bottom card of your location deck.
Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.
None
Ally P
Traits:
Accessory
Owner: Balazar
To Acquire:
Intelligence
Arcane 8
Recharge this card to add 1d6 to your Intelligence or Knowledge check.
Discard this card to explore your location. The difficulty of your Diplomacy checks during this exploration is increased by 2.
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
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
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.
Hours Remaining: 27
Hourglass
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.
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.
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.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing C
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Flenta/Hawkmoon, Crimsi/Gimry, Telessel/Iceman91, Lini/Noasarc, Thresher Anchored
None
Item P
Traits:
Staff
Magic
Owner: Seoni
To Acquire:
Charisma
Arcane 6
If you succeed on a combat check that has the Arcane and Attack traits, recharge this card to examine the top card of your location deck.
SS
Henchman 3
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
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.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
SS
Spell C
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.
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.
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
None
Armor P
Traits:
Light Armor
Owner: Reiko
To Acquire:
Constitution
Fortitude 7
When you acquire this card, you may draw a card.
Recharge this card to search you deck for a weapon that has the Ranged trait and put it in your hand. If you have the Ninja trait, you may search your deck for any weapon instead.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
None
Weapon P
Traits:
Bow
Ranged
Piercing
Owner: Adowyn
To Acquire:
Dexterity
Ranged
Survival 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die; if you have the Hunter trait, you may use a d10 instead of your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Recharge this card to add 1d6 to your Survival check.
SS
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
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.
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.
SS
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
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.
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.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Location #4: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
None
Ally P
Traits:
Animal
Veteran
Owner: Feiya
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
If you have the Witch trait, you may treat the adventure deck number of this card as 1 plus the scenario's adventure deck number.
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
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.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
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_
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.
Location #5: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
None
Weapon P
Traits:
Hammer
Melee
Bludgeoning
2-Handed
Owner: Crowe
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add another 1d6, or 2d6 if the bane has the Construct trait. If not proficient with weapons, the difficulty of this check is increased by 4.
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
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.
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Location #6: Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Siwar/NathanDavis, None
SS
Henchman 2
Type: Monster
Traits:
Undead
Mummy
Aquatic
To Defeat:
Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
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.
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
None
Weapon P
Traits:
Sword
Melee
Slashing
2-Handed
Magic
Owner: Amiri
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 2d6 and the Cold trait.
If not proficient with weapons, the difficulty of this check is increased by 4.
None
Monster P
Traits:
Outsider
Eidolon
Veteran
To Defeat:
Combat 8
If you do not have the Summoner trait, increase the difficulty to defeat by the adventure deck number of the current scenario, if any.
If undefeated, the Rogue Eidolon deals 1 point of Combat damage to each character at your location.
If defeated, you may add this card to your hand. Banish the Rogue Eidolon from your hand to explore your location.
None
Armor P
Traits:
Heavy Armor
Magic
Owner: Seelah
To Acquire:
ConstitutionFortitude 6
Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Location #7: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
None
Weapon P
Traits:
Sword
Melee
Slashing
Magic
Owner: Sajan
To Acquire:
Strength
Melee
Dexterity 8
For your combat check, reveal this card to use your Strength, Dexterity, or Melee skill + 1d8+1; you may additionally recharge a blessing to add your Dexterity die. If you don't have the Monk trait, the difficulty of this check is increased by 4.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Spell C
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
SS
Item B
Traits:
Object
Magic
To Acquire:
Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
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.
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.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
Flenta Hawkmoon |
Turn 3: The hour is Blessing of Kelizandri
Display Infernal Healing.
Recharge a new spell: Rage
Display Strength
Recharge a new spell: need a new random arcane spell of level 1 or lower
Move to Raker Shoals
Free exploration: Temple Sword
Strength
Melee 8: 1d10 + 4 + 3 ⇒ (10) + 4 + 3 = 17
Success
Acquired
Discard Blessing of Cayden Cailean to explore: Hull Damage[/b]
Crap
Siwar sings, Telessel's The Cyclone
Intelligence 6+3=9: 1d6 + 1 + 1d4 + 1d6 ⇒ (4) + 1 + (1) + (5) = 11+2 so 13
Success
Defeated
Our ship is repaired (though it wasn't wrecked).
Discard Blessing of Gorum to explore: Blessing of the Gods[/b]
Automatically acquired
Discard Blessing of the God to explore: Instant Armor
Intelligence 3: 1d8 + 1 ⇒ (2) + 1 = 3
Success
Acquired
Ending my turn.
Strength goes bye bye.
Discard Temple Sword +1 and Instant Armor.
Hand: Vicious Scythe, Rage, False Life, Detect Magic, Buccaneer's Breastplate, Wand of Enervation,
Displayed: Infernal Healing,
Deck: 10 Discard: 5 Buried: 0
Current Location: Raker Shoals
Hero Points: 0
NOTES:
Available Support: Anything I have that can help, feel free to use.
Other: Reroll: 0-3C Used
Middle of Deck (Unknown Order): Brine's Sting, Speed, Shock Glaive, Wand of Force Missile, Korvosan House Drake, Standard Bearer, Dragonbane Greatsword, Evangelist
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatic: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
☑ Armor | Weapons | Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☐ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Board Status
Notes for Siwar: 1 Bard song to Flenta.
Crimsi, Lini, Telessel - Shipwreck Graveyard 1-7 remain
Sea Caves 1-10 remain
Fog Bank 1-10 remain
Riptide Cove 1-10 remain
Mancatcher Cove 1-10 remain
Siwar - Coastline 1-8 remain
Flenta - Raker Shoals 5-10 remain
Crimsi - Gimry |
========================
Crimsi starts her turn.
Hour: Blessing of Pharasma
Hour Power:No effect.
Location: Shipwreck Graveyard
Location Power:At the start of your turn, succeed at a Wisdom or Survival 5 check of your ship is dealt 1d4 Structural damage.
Adventure Powers:
Scenario Powers:
SoT Examine Location: 1d7 ⇒ 2 -> Sea Caves - Charm Animal
SoT Survival 5: 1d8 + 2 ⇒ (6) + 2 = 8
Survival - 1d8+2
None
Item P
Traits:
Staff
Magic
Owner: Seoni
To Acquire:
Charisma
Arcane 6
If you succeed on a combat check that has the Arcane and Attack traits, recharge this card to examine the top card of your location deck.
Charisma 6: 1d6 ⇒ 3
Charisma - 1d6
Discard Eries Yelloweyes to explore again
SS
Henchman 3
Type: Barrier
Traits:
Curse
Trap
Magic
To Defeat:
Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Wisdom 12: 1d8 + 1d8 ⇒ (4) + (1) = 5
Wisdom - 1d8
Blessed - 1d8
Use Carnival to bless
Flip that 1 to an 8 which is a 12 and so it passes!
Board Status
Notes for Siwar: 1 Bard song to Flenta.
Crimsi, Lini, Telessel - Shipwreck Graveyard 3-7 remain
Sea Caves 1-10 remain // 1 - Charm Animal
Fog Bank 1-10 remain
Riptide Cove 1-10 remain
Mancatcher Cove 1-10 remain
Siwar - Coastline 1-8 remain
Flenta - Raker Shoals 5-10 remain
Telessel Neirrenar |
Off-turn: discard Cyclone
Telessel's turn
Hour of Pharasma
SoT: Shipwreck Graveyard
Survival 5: 1d10 + 3 ⇒ (10) + 3 = 13
Free explore of #3: Ambush
Cunning
Perception 9+#=12: 1d10 + 3 + 1d8 ⇒ (4) + 3 + (2) = 9 Failure
Examine Besmaran Vestments, Marine. Encounter the latter.
Reveal Wendifisa Spear
Combat 8+#=11: 1d10 + 3 + 1d12 + 1 - 2 ⇒ (6) + 3 + (3) + 1 - 2 = 11 Success
Shuffle location.
Discard Elk to explore 4,6,7: 1d3 ⇒ 3: Will-o-Wisp
BA: Trigger Elk, Cunning
Wis 10: 1d10 + 1 + 1d6 + 1d8 ⇒ (3) + 1 + (2) + (7) = 13 Success
CtD: Reveal Wendifisa Spear, Hunter, trigger Elk
Combat 16: 1d10 + 3 + 1d12 + 1 + 1d6 + 1d6 ⇒ (4) + 3 + (10) + 1 + (6) + (4) = 28 Success
Discard Prayer to examine and encounter 4,6: 1d2 ⇒ 1 Besmaran Vestments
Con 6: 1d6 ⇒ 2 Banish
Discard Blessing of Gozreh to explore #6: Illusory Wall
Cunning
Perception 6+#=9: 1d10 + 3 + 1d8 ⇒ (3) + 3 + (8) = 14 Success
Close location: Plunder: 1d6 ⇒ 1 Goblin Pegleg
That's not happening, even on 2d4
End turn
Hand: Wendifisa Spear, Animalbane Crossbow +2, Impervious Chain Shirt, Shining Wayfinder, Blessing of the Elements, Yelthian,
Displayed:
Deck: 10 Discard: 4 Buried: 0
Hero Points: 2
Accessory reroll: N
NOTES:
Available Support: Crossbow and Blessing are available
Middle of Deck (Unknown Order): Compass, Vindictive Harpoon, Blessing of the Ancients 1, Armor of Insults, Blessing of the Ancients 2, Hatchetbird, Frost Longbow, Belt of Physical Prowess, Desna's Star, The Winged Serpent
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +3
Ranged: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3
Perception: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Weapons
POWERS:
Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
Cunning: On your Knowledge or Perception check against a bane (☑ or your check before or after you act), add 1d8.
Board Status
Crimsi, Lini, Telessel - Shipwreck Graveyard (open but empty)
Sea Caves 1-10 remain // 1 - Charm Animal
Fog Bank 1-10 remain
Riptide Cove 1-10 remain
Mancatcher Cove 1-10 remain
Siwar - Coastline 1-8 remain
Flenta - Raker Shoals 5-10 remain
Crimsi - Gimry |
Forgot to update hand
"
Hand: Deathbane Light Crossbow, Frost Longbow, Seeking Longbow, Elixer of Healing, Archer,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 3
NOTES:
Other: Paizo reroll used for scenario 0-3D?: N
Middle of Deck (Unknown Order): Rickety Hake, Thieves' Tools, Mithral Chain Shirt, Elixir of Energy Resistance, The Cyclone, Compass, Sergeant-at-arms, Impervious Chain Shirt, Animalbane Crossbow +2, Flaming Shortbow, The Winged Serpent, Spyglass
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of a random location.
For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6) .
Lini - Noasarc |
Hour: Pharasma
Start of turn location check:
Survival 5: 1d10 + 6 ⇒ (4) + 6 = 10
Can't fail, success.
Move to Coastline.
Free explore card #1: The Ancient Mariner
Display Stone Axe +1, discard a blessing, ask Siwar for a song.
Combat 15: 2d10 + 6 + 1d6 + 1 + 1d4 ⇒ (2, 9) + 6 + (1) + 1 + (1) = 20
Success, The Ancient Mariner defeated.
Attempt to close:
Reveal Besmara's Tricorne.
Wisdom 6: 1d10 + 4 ⇒ (3) + 4 = 7
Success, Coastline closed.
End of turn.
Hand: Obscure, Besmara's Tricorne, Blessing of the Green Faith, Stone Axe +1, Aspect of the Monkey, Cure, Bestial Rags,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
NOTES:
Available Support: Cure, Blessing, Obscure available.
Middle of Deck (Unknown Order): Aspect of the Hawk, Cloud Puff, Angelstep, Fireblade, Reed Moccasin, Droogami, Shock Lizard
Recharged: Crow,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
Survival: Wis +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
N/A
POWERS:
At the start (☑ or end) of your turn, you may exchange a card in your
hand for an ally that has the Animal trait in your discard pile.
For your combat check, you may display an ally that has the Animal trait
to use your Survival skill + 1d6. If you succeed at the check, recharge
the displayed card; otherwise bury (☐ or discard) it.
Board Status
Notes for Siwar: Recharge 1 card
Crimsi, Telessel - Shipwreck Graveyard // (open but empty)
Sea Caves 1-10 remain // 1 - Charm Animal
Fog Bank 1-10 remain
Riptide Cove 1-10 remain
Mancatcher Cove 1-10 remain
Lini, Siwar - Coastline CLOSED
Flenta - Raker Shoals 5-10 remain
BR Nathan Davis |
Rage drawn for Flenta
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.
Siwar |
Off turn: Reload Lady Agasta Smythee
Hour of Milani
Discard Farglass to Examine Raker Shoals:
Ruby of Charisma
Shark Skin Armor
Blessing of Achaekek
Move Blessing to the top.
Move to Sea Caves
Free explore and encounter Charm Animal
Divine 7: 1d12 + 3 ⇒ (5) + 3 = 8 Acquired!
Bury Charm Animal to draw Rotgut
Send Wand of Flying to Recovery to examine:
Riptide Cove: Topaz of Strength
Mancatcher Cove: Shipwreck
Then move to Raker Shoals
Discard Rotgut to explore and encounter Blessing of Achaekek
Divine 5: 1d12 + 3 ⇒ (5) + 3 = 8 Acquired! Farglass, Blessing of Achaekek, and Pharasma's Knowing 1
Discard Blessing of Achaekek to explore and encounter Ruby of Charisma
Charisma 7: 1d12 + 2 ⇒ (4) + 2 = 6 Banished!
Banish Cure to Recovery to heal self
Heal Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Siwar ends her turn.
Siwar attempts to recover all cards in her Recovery pile.
Wand of Flying: Divine 12: 1d12 + 3 ⇒ (5) + 3 = 8 -> Wand of Flying Buried.
Recharge Blessing of the Spellbound
Cure: Divine 8: 1d12 + 3 + 1d12 ⇒ (11) + 3 + (10) = 24 -> Cure recharged .
Siwar resets her hand.
Siwar gathers treasures from every corner of her underwater environ.
Hand: Priest of Pharasma, Safe Harbor, Totem Necklace, Chronicler, Cleric of Nethys, Pharasma's Knowing 2, Ice and Fire,
Displayed:
Deck: 14 Discard: 2 Buried: 2
Current Location: Raker Shoals
Hero Points: 3
Product Reroll: Used
NOTES:
Available Support: Priest of Pharasma: Heals 1d4 + 1 localTotem Necklace: Local +1 die to defeat Aquatic (2 die for Merfolk)
Movement: Keep me with the crew unless it's giving me a rough start of turn power
Other: Recharge freely for d4s in hand order. (Allies reload)
Middle of Deck (Unknown Order): Blessing of Abraxas, Apprentice, Swipe, Blessing of Achaekek, Bound Elemental, Pharasma's Knowing 1, Magical Child, Farglass, Lady Agasta Smythee, Fire Snake, Binder's Tome, Ruby of Charisma
Recharged: Blessing of the Spellbound, Cure,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☐ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☐ Add 2 to any check to defeat a henchman (☐ or villain) (☐ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
Board Status
Notes for Flenta: Draws Rage
Crimsi, Telessel - Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Fog Bank 1-10 remain
Riptide Cove 1-10 remain // 1=Topaz of Strength
Mancatcher Cove 1-10 remain // 1=Shipwreck (Closing Henchman)
Lini - Coastline CLOSED
Flenta, Siwar - Raker Shoals 1-4 remain // 1=Shark Skin Armor
BR Nathan Davis |
During This Adventure:
During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
Additional Rules: Story Banes
Villains: Uthiggmaru
Henchmen (Closing): Ormandar, Jalhazar's Curse (Non-Closing), The Ancient Mariner, Shipwreck
Blackwater Charda
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda. To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
Henchman
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 8, Flenta/Hawkmoon
Monsters
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.
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
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.
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.
Barriers
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
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.
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.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Barrier C
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Weapons
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.
None
Weapon P
Traits:
Spear
Melee
Piercing
2-Handed
Veteran
Owner: Alain
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus the adventure deck number of the current scenario, if any.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. If you fail the second time, reduce the damage dealt to you by 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.
None
Weapon P
Traits:
Knife
Melee
Slashing
Finesse
Magic
Owner: Zadim
To Acquire:
Strength
Melee 6
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. Add 1 for each blessing played on this check.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
None
Weapon P
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Veteran
Owner: Jirelle
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add the Swashbuckling trait to your check to defeat a bane.
Spells
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.
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.
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.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 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
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
None
Armor P
Traits:
Heavy Armor
Magic
Owner: Seelah
To Acquire:
ConstitutionFortitude 6
Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
None
Armor P
Traits:
Heavy Armor
Owner: Hayato
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 3 to your Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury this card instead.
If you have the Samurai trait, you may recharge this card when you reset your hand.
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
SS
Item B
Traits:
Object
Magic
To Acquire:
Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
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.
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
None
Item P
Traits:
Object
Owner: Lini
To Acquire:
Wisdom
Survival 8
Reveal this card to add 2 to your Survival check or to your check to close a location.
Discard this card to add an ally that has the Animal trait from your discard pile to your hand.
None
Item P
Traits:
Object
Owner: Valeros
To Acquire:
Fortitude
Craft 6
Reveal this card to add 1 plus the current adventure deck number, if any, to your non-combat Constitution or Fortitude check.
When you would banish a card that has the Liquid trait, recharge this card to recharge that card instead.
Allies
SS
Ally C
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song
None
Ally P
Traits:
Animal
Owner: Harsk
To Acquire:
Wisdom
Survival 10
Discard this card on your turn to examine the top card of your location deck. If the examined card is a monster, immediately encounter it; add 1d6 to your checks to defeat it.
"Ow! Darn it, Biter. Let go!"
-Harsk
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally C
Traits:
Human
Cleric
Pirate
To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 22
Hourglass
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing C
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Crimsi/Gimry, Telessel/Iceman91, Thresher Anchored
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
None
Armor P
Traits:
Light Armor
Owner: Reiko
To Acquire:
Constitution
Fortitude 7
When you acquire this card, you may draw a card.
Recharge this card to search you deck for a weapon that has the Ranged trait and put it in your hand. If you have the Ninja trait, you may search your deck for any weapon instead.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
None
Weapon P
Traits:
Bow
Ranged
Piercing
Owner: Adowyn
To Acquire:
Dexterity
Ranged
Survival 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die; if you have the Hunter trait, you may use a d10 instead of your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Recharge this card to add 1d6 to your Survival check.
SS
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
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.
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.
SS
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
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.
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.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Location #4: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
None
Ally P
Traits:
Animal
Veteran
Owner: Feiya
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
If you have the Witch trait, you may treat the adventure deck number of this card as 1 plus the scenario's adventure deck number.
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
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.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
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_
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.
Location #5: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
None
Weapon P
Traits:
Hammer
Melee
Bludgeoning
2-Handed
Owner: Crowe
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add another 1d6, or 2d6 if the bane has the Construct trait. If not proficient with weapons, the difficulty of this check is increased by 4.
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
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.
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Location #6: Coastline
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Noasarc, None
Location #7: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Flenta/Hawkmoon, Siwar/NathanDavis, None
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.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
Flenta Hawkmoon |
Fixing a few things up. Recharging another Rage spell. I shouldn't have had Rage in my hand because it should have been recharged. I forgot to mark it as such. That would have put Standard Bearer in my hand. So my hand is:
Hand: Vicious Scythe, Standard Bearer, False Life, Detect Magic, Buccaneer's Breastplate, Wand of Enervation,
Displayed: Infernal Healing,
Deck: 11 Discard: 5 Buried: 0
Current Location: Raker Shoals
Hero Points: 0
NOTES:
Available Support: Anything I have that can help, feel free to use.
Other: Reroll: 0-3C Used
Middle of Deck (Unknown Order): Korvosan House Drake, The Eclipse, Wand of Force Missile, Speed, Evangelist, Svingli's Eye, Brine's Sting, Dragonbane Greatsword
Recharged: Rage, Rage 2,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatic: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
☑ Armor | Weapons | Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☐ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Turn 8: The hour is Blessing of the Gods
Start of turn: Ship is dealt 1 structural damage. Reveal Buccaneer's Breastplate to reduce it by 1.
Display False Life
Recharge a new spell: Speed (it was really Rage, but I've already gotten 2 of them and I don't think there are 3 in this set.)
Detect Magic to examine: Sharkskin Armor
Encounter it
Constitution 7: 0 = 0
Failed
Banished
I need another random spell for my power
Free exploratoin: Barroom Brawl
Ask Siwar to sing
Melee 5+3=8: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12
Success
Defeated
Discard Standard Bearer to explore: Shipwreck
Ask Siwar to sing again and use the Totem Necklace
Constitution 5+3=8: 1d6 + 1d4 + 1d4 + 1d6 ⇒ (6) + (2) + (3) + (2) = 13
Success
Defeated
Plunder: 1d6 ⇒ 5
Old Salt
Attempt to close. 4 structural damage. Bury Buccanner's Breastplate to reduce it to 0. No villain in location. Location closed.
When permanently closed: Discard a card. Discard Old Salt
Ending my turn.
Infernal Healing: Discard Temple Sword +1 to heal: Old Salt
Hand: Vicious Scythe, Speed, Wand of Enervation, Korvosan House Drake, Old Salt, Evangelist,
Displayed: Infernal Healing, False Life,
Deck: 9 Discard: 5 Buried: 2
Current Location: Raker Shoals
Hero Points: 0
NOTES:
Available Support: Anything I have that can help, feel free to use.
Other: Reroll: 0-3C Used
Middle of Deck (Unknown Order): Svingli's Eye, Shock Glaive, Brine's Sting, Dragonbane Greatsword, The Eclipse, Wand of Force Missile
Recharged: Rage, Rage 2, Speed 2,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatic: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
☑ Armor | Weapons | Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☐ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Board Status
Most Recent BR Refresh
Notes for Flenta: Draws Rage
Notes for Siwar: 2 bardsongs
Crimsi, Telessel - Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Fog Bank 1-10 remain
Riptide Cove 1-10 remain // 1=Topaz of Strength
Mancatcher Cove 1-10 remain // 1=Shipwreck (Closing Henchman)
Lini - Coastline CLOSED
Flenta, Siwar - Raker Shoals CLOSED
BR Nathan Davis |
Another Random Spell for Flenta
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.
During This Adventure:
During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
Additional Rules: Story Banes
Villains: Uthiggmaru
Henchmen (Closing): Ormandar, Jalhazar's Curse (Non-Closing), The Ancient Mariner, Shipwreck
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda. To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
Henchman
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 9, Crimsi/Gimry
Monsters
SS
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
SS
Monster 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.
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.
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.
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.
Barriers
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 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.
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
None
Weapon P
Traits:
Sword
Melee
Slashing
Finesse
Magic
Owner: Seltyiel
To Acquire:
Strength
Melee
Arcane 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If you have the Magus trait, recharge this card to succeed at your check against a spell.
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
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.
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.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Spells
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.
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.
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.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 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.
Armors
None
Armor P
Traits:
Heavy Armor
Owner: Hayato
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 3 to your Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury this card instead.
If you have the Samurai trait, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
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
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.
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.
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.
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.
SS
Item B
Traits:
Object
Magic
To Acquire:
Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Allies
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.
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
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.
Blessings
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
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.
Hours Remaining: 21
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing C
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Crimsi/Gimry, Telessel/Iceman91, Thresher Anchored
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
None
Armor P
Traits:
Light Armor
Owner: Reiko
To Acquire:
Constitution
Fortitude 7
When you acquire this card, you may draw a card.
Recharge this card to search you deck for a weapon that has the Ranged trait and put it in your hand. If you have the Ninja trait, you may search your deck for any weapon instead.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
None
Weapon P
Traits:
Bow
Ranged
Piercing
Owner: Adowyn
To Acquire:
Dexterity
Ranged
Survival 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die; if you have the Hunter trait, you may use a d10 instead of your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Recharge this card to add 1d6 to your Survival check.
SS
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
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.
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.
SS
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
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.
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.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Location #4: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
None
Ally P
Traits:
Animal
Veteran
Owner: Feiya
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
If you have the Witch trait, you may treat the adventure deck number of this card as 1 plus the scenario's adventure deck number.
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
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.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
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_
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.
Location #5: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
None
Weapon P
Traits:
Hammer
Melee
Bludgeoning
2-Handed
Owner: Crowe
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add another 1d6, or 2d6 if the bane has the Construct trait. If not proficient with weapons, the difficulty of this check is increased by 4.
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
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.
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Location #6: Coastline
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Noasarc, None
Location #7: Raker Shoals
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Hawkmoon, Siwar/NathanDavis, None
Siwar |
Off turn, discard Totem Necklace. Reload Priest of Pharasma and recharge Safe Harbor
Hand: Chronicler, Cleric of Nethys, Pharasma's Knowing 2, Ice and Fire,
Displayed:
Deck: 16 Discard: 3 Buried: 2
Current Location: Raker Shoals
Hero Points: 3
Product Reroll: Used
NOTES:
Movement: Keep me with the crew unless it's giving me a rough start of turn power
Other: Recharge freely for d4s in hand order. (Allies reload)
Middle of Deck (Unknown Order): Apprentice, Blessing of Achaekek, Binder's Tome, Bound Elemental, Pharasma's Knowing 1, Blessing of Abraxas, Farglass, Ruby of Charisma, Lady Agasta Smythee, Swipe, Fire Snake, Magical Child
Recharged: Blessing of the Spellbound, Cure, Safe Harbor,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☐ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☐ Add 2 to any check to defeat a henchman (☐ or villain) (☐ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
Crimsi - Gimry |
"OFF-TURN ACTIONS:
Discard 2 cards for Structure damage on Flentas turn for the close.
Banish Elixer of healing to heal.
Heal: 1d4 + 1 ⇒ (3) + 1 = 4
Crimsi has all cards in her discard pile healed: (Eries Yelloweyes, The Carnival, Deathbane Light Crossbow, Frost Longbow). Deck shuffled.
Crimsi attempts to recover all cards in her Recovery pile.
Elixer of Healing: Craft 6: 1d6 + 4 ⇒ (3) + 4 = 7 -> Elixer of Healing recharged.
========================
Crimsi starts her turn.
Hour: Blessing of Kelizandri
Hour Power:No effect.
Location: Shipwreck Graveyard
Location Power:At the start of your turn, succeed at a Wisdom or Survival 5 check of your ship is dealt 1d4 Structural damage.
Adventure Powers:
Scenario Powers:
SoT Examine Location: 1d4 ⇒ 3 -> Riptide Cove. Still Topaz of Strength
Move to Fog Bank
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.
Ranged 10(7+3): 1d10 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9
Ranged - 1d10+3
Archer - 1d4
Paizo Reroll a d10
Ranged 10(7+3): 1d10 + 3 + 3 ⇒ (7) + 3 + 3 = 13
Plunder: 1d6 ⇒ 5
Draw a new Ally - Crimson Cogward
Discard Crimson COgward to explore again
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Dexterity 4: 1d10 + 2 ⇒ (4) + 2 = 6
Dexterity - 1d10+2
SoT Examine Location: 1d4 ⇒ 2 -> Fog Bank. Sea Hag. However, location power now gets shuffled.
"
Hand: Deathbane Light Crossbow, Seeking Longbow, Sergeant-at-arms, Blessing of Erastil,
Displayed: Mithral Chain Shirt,
Deck: 15 Discard: 1 Buried: 0
Current Location: Fog Bank
Hero Points: 3
NOTES:
Other: Paizo reroll used for scenario 0-3D?: Y
Middle of Deck (Unknown Order): Compass, The Winged Serpent, Eries Yelloweyes, Thieves' Tools, The Carnival, Flaming Shortbow, Animalbane Crossbow +2, The Cyclone, Impervious Chain Shirt, Elixir of Energy Resistance, Frost Longbow, Rickety Hake, Spyglass
Recharged: Elixer of Healing, Archer,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of a random location.
For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6) .
Board Status
Most Recent BR Refresh
Telessel - Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Crimsi - Fog Bank 3-10 remain // Location is shuffled because top card was examined
Riptide Cove 1-10 remain // 1=Topaz of Strength
Mancatcher Cove 1-10 remain // 1=Shipwreck (Closing Henchman)
Lini - Coastline CLOSED
Flenta, Siwar - Raker Shoals CLOSED
Telessel Neirrenar |
Off-turn: no activity
Telessel's turn
Hour of the Gods
Move to Mancatcher Cove
Free explore of #1: Shipwreck
Ask Lini to recharge Bo Green Faith
Con 5+#=8: 1d6 + 1d6 ⇒ (4) + (5) = 9 Success
Add plunder: 1d6 ⇒ 4 Periscope to hand.
Close location: summon Sea Devil
Reveal and discard Wendifisa Spear
Combat 13: 1d10 + 3 + 1d12 + 1 + 1d12 ⇒ (6) + 3 + (11) + 1 + (3) = 24 Success
WPC:
Con 6: 1d6 ⇒ 3 Failure - bury the Periscope
Recharge Shining Wayfinder to move to Shipwreck Graveyard.
Close location: summon Elven Scimitar
Str 8: 1d4 ⇒ 1
Really thought it'd be a ranged weapon this time. Ohh, Flenta!
Hand: Frost Longbow, Animalbane Crossbow +2, Desna's Star, Blessing of the Ancients 2, Blessing of the Elements, Yelthian,
Displayed: Impervious Chain Shirt,
Deck: 8 Discard: 5 Buried: 1
Hero Points: 2
Accessory reroll: N
NOTES:
Available Support: Longbow and Blessings are available
Middle of Deck (Unknown Order): Belt of Physical Prowess, The Winged Serpent, Vindictive Harpoon, Hatchetbird, Blessing of the Ancients 1, Compass, Armor of Insults
Recharged: Shining Wayfinder,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +3
Ranged: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3
Perception: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Weapons
POWERS:
Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
Cunning: On your Knowledge or Perception check against a bane (☑ or your check before or after you act), add 1d8.
Board Status
Most Recent BR Refresh
Used random Weapon #1 and Item #1
Notes for Lini: Recharge BotGF
Telessel - Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Crimsi - Fog Bank 3-10 remain // Sea Hag; Location is shuffled because top card was examined
Riptide Cove 1-10 remain // 1=Topaz of Strength
Mancatcher Cove CLOSED
Lini - Coastline CLOSED
Flenta, Siwar - Raker Shoals CLOSED
Lini - Noasarc |
Recharge Green Faith offturn.
Hour: Pharasma
Move to fog bank.
Cast Aspect of the monkey so I don't keep holding it.
1d8 ⇒ 6 Free explore card #6: Marine
Reveal Stone Axe +1
combat 8+3: 1d10 + 6 + 1d6 + 1 ⇒ (9) + 6 + (3) + 1 = 19
Success, Marine defeated.
Cast cure on self.
1d4 + 1 ⇒ (3) + 1 = 4
End of turn, discard Obscure.
Recovery:
Aspect of the Monkey
Divine 9: 1d10 + 5 ⇒ (4) + 5 = 9
Success, recharged.
Cure
Divine 8: 1d10 + 5 ⇒ (1) + 5 = 6
Fail, discarded.
Hand: Fire Gecko, Besmara's Tricorne, Shock Lizard, Stone Axe +1, Reed Moccasin, Aspect of the Hawk, Bestial Rags,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
Middle of Deck (Unknown Order): Cloud Puff, Blessing of Chaldira Zuzaristan, Fireblade, Crow, Droogami, Blessing of the Green Faith, Blessing of the Green Faith 2, Angelstep
Recharged: Aspect of the Monkey,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
Survival: Wis +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
N/A
POWERS:
At the start (☑ or end) of your turn, you may exchange a card in your
hand for an ally that has the Animal trait in your discard pile.
For your combat check, you may display an ally that has the Animal trait
to use your Survival skill + 1d6. If you succeed at the check, recharge
the displayed card; otherwise bury (☐ or discard) it.
Board Status
Most Recent BR Refresh
Used random Weapon #1 and Item #1
Telessel - Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Crimsi, Lini - Fog Bank 3-5, 7-10 remain remain // Sea Hag; Location is shuffled because top card was examined
Riptide Cove 1-10 remain // 1=Topaz of Strength
Mancatcher Cove CLOSED
Coastline CLOSED
Flenta, Siwar - Raker Shoals CLOSED
Crimsi - Gimry |
Survival 5: 1d8 + 2 ⇒ (4) + 2 = 6
Survival - 1d8+2
Siwar |
Hour of of Besmara
Move to Riptide Cove
Free explore and encounter Topaz of Strength
Strength 7: 1d4 ⇒ 4 Banished!
Discard Cleric of Nethys to examine:
Blood Hag
Shipwreck
Flip order, putting Shipwreck on top. Choose not to explore.
Siwar continues to find cheap broken gems under the waves, but discovers another shipwreck in the process. She call over help to investigate.
Hand: Priest of Pharasma, Bound Elemental, Pharasma's Knowing 2, Chronicler, Swipe, Binder's Tome, Ice and Fire,
Displayed:
Deck: 12 Discard: 4 Buried: 2
Current Location: Riptide Cove
Hero Points: 3
Product Reroll: Used
NOTES:
Available Support: Binder's Tome: Local Combat or Charisma, reveal to add 1d4 and Mental trait.
Movement: Keep me with the crew unless it's giving me a rough start of turn power
Other: Recharge freely for d4s in hand order. (Allies reload)
Middle of Deck (Unknown Order): Apprentice, Pharasma's Knowing 1, Ruby of Charisma, Magical Child, Blessing of Achaekek, Farglass, Fire Snake, Blessing of Abraxas, Lady Agasta Smythee
Recharged: Blessing of the Spellbound, Cure, Safe Harbor,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☐ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☐ Add 2 to any check to defeat a henchman (☐ or villain) (☐ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
Board Status
Telessel - Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Crimsi, Lini - Fog Bank 1-7 remain // Sea Hag
Siwar - Riptide Cove 1-8 remain // 1=Shipwreck 2=Blood Hag
Flenta -
BR Nathan Davis |
During This Adventure:
During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
Additional Rules: Story Banes
Villains: Uthiggmaru
Henchmen (Closing): Ormandar, Jalhazar's Curse (Non-Closing), The Ancient Mariner, Shipwreck
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda. To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
Henchman
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 13, Flenta/Hawkmoon
Monsters
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.
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.
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.
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.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Barriers
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Weapons
None
Weapon P
Traits:
Firearm
Ranged
Piercing
Magic
Veteran
Owner: Lirianne
To Acquire:
Dexterity
Ranged
Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6 plus the scenario's adventure deck number; you may additionally bury this card to add another 1d10. If you did not bury this card and do not have the Gunslinger trait, roll 1d6, or 1d12 if proficient with Weapons; on 1-2, shuffle this card into your deck.
None
Weapon P
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Veteran
Owner: Jirelle
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add the Swashbuckling trait to your check to defeat a bane.
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.
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.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
Spells
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
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.
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.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
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
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 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.
None
Armor P
Traits:
Heavy Armor
Magic
Owner: Seelah
To Acquire:
ConstitutionFortitude 6
Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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.
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.
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.
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.
SS
Item B
Traits:
Object
Magic
To Acquire:
Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Allies
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.
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.
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.
SS
Ally C
Traits:
Human
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 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.
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:
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 17
Hourglass
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing C
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Telessel/Iceman91, Thresher Anchored
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
None
Armor P
Traits:
Light Armor
Owner: Reiko
To Acquire:
Constitution
Fortitude 7
When you acquire this card, you may draw a card.
Recharge this card to search you deck for a weapon that has the Ranged trait and put it in your hand. If you have the Ninja trait, you may search your deck for any weapon instead.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
None
Weapon P
Traits:
Bow
Ranged
Piercing
Owner: Adowyn
To Acquire:
Dexterity
Ranged
Survival 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die; if you have the Hunter trait, you may use a d10 instead of your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Recharge this card to add 1d6 to your Survival check.
SS
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Crimsi/Gimry, Lini/Noasarc, Sea Hag
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster 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.
SS
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
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.
Location #4: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Siwar/NathanDavis, None
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
None
Ally P
Traits:
Animal
Veteran
Owner: Feiya
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
If you have the Witch trait, you may treat the adventure deck number of this card as 1 plus the scenario's adventure deck number.
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
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.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
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_
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.
Location #5: Mancatcher Cove
Closed
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Coastline
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #7: Raker Shoals
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Hawkmoon, None
Flenta Hawkmoon |
Turn 13: The hour is Blessing of Hshurha
Move to Riptide Cove
Free exploration: Shipwreck
Old Salt, Siwar sings, a blessing from Telessel's (marking Elements for now)
Constitution 5+3=8: 1d6 + 3 + 1d4 + 1d6 ⇒ (6) + 3 + (1) + (1) = 11
Success
Defeated
Plunder to my hand: 1d6 ⇒ 5
Ally: Royster McCleagh
Attempting to close.
Summon: Riptide Grindylow
Vicious Scythe, Evangelist, Siwar reveals Binder's Tome
Combat 11: 1d10 + 4 + 1d10 + 1 + 1 + 1d4 ⇒ (2) + 4 + (1) + 1 + 1 + (3) = 12
Awful rolling, but defeated.
Set aside: Trident +2, Daji, Shark Skin Armor, Cut-Throat Grok
Closed
Shuffle above boons back in
Ending my turn.
Infernal Healing: Bury Instant Armor to heal: Standard Bearer
Played a spell so recharge a new spell but I haven't put my list together yet.
Hand: Vicious Scythe, Speed, Wand of Enervation, Korvosan House Drake, Royster McCleagh, Evangelist,
Displayed: Infernal Healing, False Life,
Deck: 11 Discard: 5 Buried: 2
Current Location: Riptide Cove
Hero Points: 0
NOTES:
Available Support: Anything I have that can help, feel free to use.
Other: Reroll: 0-3C Used
Middle of Deck (Unknown Order): The Eclipse, Svingli's Eye, Shock Glaive, Dragonbane Greatsword, Wand of Force Missile, Rage 2, Rage, Brine's Sting, Standard Bearer
Recharged: Some spell,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatic: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
☑ Armor | Weapons | Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☐ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Board Status
Most Recent BR Refresh
Notes for Telessel: Used either blessing, marking Elements for now.
Notes for Siwar: 1 bard song
Telessel - Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Crimsi, Lini - Fog Bank 1-7 remain // Sea Hag
Siwar, Flenta - Riptide Cove CLOSED // Trident +2, Daji, Shark Skin Armor, Cut-Throat Grok
Mancatcher Cove CLOSED
Coastline CLOSED
Raker Shoals CLOSED
Crimsi - Gimry |
========================
Crimsi starts her turn.
Hour: Blessing of Besmara
Hour Power:No effect.
Location: Fog Bank
Location Power:After you play a card or use a power that examines cards in this location deck, shuffle it.
Adventure Powers:
Scenario Powers:
SoT Examine Location: 1d3 ⇒ 1 - Empty Shipwreck Graveyard
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.
Maticore shoots at (Cr, T, L, Si, F): 1d5 ⇒ 4 => SIWAR!
Combat 12: 1d10 + 3 + 1d8 + 2 + 1d6 ⇒ (5) + 3 + (6) + 2 + (3) = 19
Combat(Ranged) - 1d10+3
Seeking Longbow - 1d8+2
Bow Master - 1d6
Discard Sergent At Arms to explore
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.
Ignore BYA
Combat 11: 1d10 + 3 + 1d8 + 2 + 1d6 + 1d4 ⇒ (5) + 3 + (2) + 2 + (5) + (3) = 20
Combat(Ranged) - 1d10+3
Seeking Longbow - 1d8+2
Bow Master - 1d6
Sergeant-at-arms - 1d4
Feeling a little bored, Crimsi decides to annoy a couple nearby monsters. Unfortunately, the Manticore fires a shot right at Siwar before Crimsi can deal with it.
As Siwar looks around to see what shot them, Crimsi just innocently walks away.
SoT Examine Location: 1d3 ⇒ 1 - Empty Shipwreck Graveyard
"
Hand: Deathbane Light Crossbow, Seeking Longbow, Flaming Shortbow, Blessing of Erastil,
Displayed: Mithral Chain Shirt, Elixir of Energy Resistance,
Deck: 13 Discard: 2 Buried: 0
Current Location: Fog Bank
Hero Points: 3
NOTES:
Other: Paizo reroll used for scenario 0-3D?: Y
Middle of Deck (Unknown Order): Rickety Hake, The Winged Serpent, The Carnival, Compass, Impervious Chain Shirt, Spyglass, Thieves' Tools, The Cyclone, Animalbane Crossbow +2, Eries Yelloweyes, Frost Longbow
Recharged: Elixer of Healing, Archer,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of a random location.
For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6) .
Board Status
Most Recent BR Refresh
Notes for Telessel: Used either blessing, marking Elements for now.
Notes for Siwar: 1 bard song
Telessel - Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Crimsi, Lini - Fog Bank 3-7 remain
Siwar, Flenta - Riptide Cove CLOSED // Trident +2, Daji, Shark Skin Armor, Cut-Throat Grok
Mancatcher Cove CLOSED
Coastline CLOSED
Raker Shoals CLOSED
Siwar |
Off turn: Reload Priest of Pharasma
Ranged Combat Damage: 1d4 + 1 ⇒ (1) + 1 = 2 Discard Bound Elemental and Pharasma's Knowing 2
BR Nathan Davis |
During This Adventure:
During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
Additional Rules: Story Banes
Villains: Uthiggmaru
Henchmen (Closing): Ormandar, Jalhazar's Curse (Non-Closing), The Ancient Mariner, Shipwreck
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda. To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
Henchman
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 15, Telessel/Iceman91
Monsters
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.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
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.
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.
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.
Barriers
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier C
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
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.
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
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.
None
Weapon P
Traits:
Sword
Melee
Slashing
2-Handed
Magic
Owner: Amiri
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 2d6 and the Cold trait.
If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
None
Weapon P
Traits:
Sword
Melee
Slashing
Finesse
Magic
Owner: Seltyiel
To Acquire:
Strength
Melee
Arcane 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If you have the Magus trait, recharge this card to succeed at your check against a spell.
Spells
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
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.
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.
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.
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.
Armors
None
Armor P
Traits:
Heavy Armor
Magic
Owner: Seelah
To Acquire:
ConstitutionFortitude 6
Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
None
Item P
Traits:
Accessory
Offhand
Owner: Kess
To Acquire:
Strength
Melee 4
Recharge this card to add 1d4 to your Melee combat check or Diplomacy check. If you have the Brawler trait, you may reveal this card instead.
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
None
Item P
Traits:
Accessory
Owner: Damiel
To Acquire:
Intelligence
Craft 10
Bury this card to add a random item that has the Alchemical trait from the box to your hand.
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.
None
Item P
Traits:
Clothing
Magic
Owner: Ezren
To Acquire:
Intelligence
Arcane 8
Bury this card to use your Arcane skill instead of any listed skill for your non-combat check.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
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
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
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.
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally C
Traits:
Human
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
None
Ally P
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 11
Recharge this card to add 1d8 to you Perception or Stealth check.
Discard this card on your turn to move, then explore your location.
"Droogami's what we call good friends. We're friends, right?"
-Lini
Blessings
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.
SS
Blessing C
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 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.
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 15
Hourglass
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing C
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Telessel/Iceman91, Thresher Anchored
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
None
Armor P
Traits:
Light Armor
Owner: Reiko
To Acquire:
Constitution
Fortitude 7
When you acquire this card, you may draw a card.
Recharge this card to search you deck for a weapon that has the Ranged trait and put it in your hand. If you have the Ninja trait, you may search your deck for any weapon instead.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
None
Weapon P
Traits:
Bow
Ranged
Piercing
Owner: Adowyn
To Acquire:
Dexterity
Ranged
Survival 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die; if you have the Hunter trait, you may use a d10 instead of your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Recharge this card to add 1d6 to your Survival check.
SS
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #3: Fog Bank
At This Location: After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Crimsi/Gimry, Lini/Noasarc,
SS
Henchman 3
Type: Monster
Traits:
Merfolk
Druid
Aquatic
To Defeat:
Combat 16
OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
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.
Location #4: Riptide Cove
Closed
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Hawkmoon, Siwar/NathanDavis, Trident +2, Daji, Shark Skin Armor, 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.
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.
None
Ally P
Traits:
Animal
Veteran
Owner: Feiya
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
If you have the Witch trait, you may treat the adventure deck number of this card as 1 plus the scenario's adventure deck number.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Location #5: Mancatcher Cove
Closed
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Coastline
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #7: Raker Shoals
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Telessel Neirrenar |
Off-turn: discard BotE
Telessel's turn
Hour of the Gods
Move to Sea Caves
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
Free explore of #1: Hull Damage
Recharge BotA
Int 6+#=9: 1d6 + 1d6 ⇒ (4) + (4) = 8 Try a reroll
Int 6+#=9: 1d6 + 4 ⇒ (3) + 4 = 7 Try a hero point
Int 6+#=9: 1d6 + 1d6 ⇒ (5) + (6) = 11 Success!
Discard Yelthian to move to Fog Bank and explore #1: Ormandar
BA: 1d3 ⇒ 1 Crimsi faces a shark
CtD: Reveal Crossbow +2, ask Crimsi to shoot her flaming shortbow
Combat 16: 1d8 + 4 + 1d10 + 2 + 1d8 ⇒ (3) + 4 + (3) + 2 + (5) = 17 Success
AA: 1d3 ⇒ 3 Telessel faces a shark
Hammerhead Shark
Reveal Animalbane Crossbow, trigger its bonus, hunter
Combat 9+#=12: 1d8 + 4 + 1d10 + 2 + 1d8 + 1d6 ⇒ (5) + 4 + (8) + 2 + (7) + (1) = 27 Success
Close location: recharge hand
WPC: Draw three (Compass, Armor of Insults, The Winged Serpent)
Display Armor.
End turn
Board Status
Most Recent BR Refresh
Notes for Crimsi: Discard flaming shortbow, face a hammerhead shark
Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Crimsi, Lini, Telessel - Fog Bank CLOSED
Siwar, Flenta - Riptide Cove CLOSED 1-4 remain // Trident +2, Daji, Shark Skin Armor, Cut-Throat Grok
Mancatcher Cove CLOSED
Coastline CLOSED
Raker Shoals CLOSED
Hand: Vindictive Harpoon, Compass, Belt of Physical Prowess, Hatchetbird, The Winged Serpent, Blessing of the Ancients 1,
Displayed: Impervious Chain Shirt, Armor of Insults,
Deck: 5 Discard: 7 Buried: 1
Hero Points: 1
Accessory reroll: Y
NOTES:
Available Support: Blessings are available
Middle of Deck (Unknown Order): 0
Recharged: Shining Wayfinder, Blessing of the Ancients 2, Animalbane Crossbow +2, Desna's Star, Frost Longbow,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +3
Ranged: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3
Perception: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Weapons
POWERS:
Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
Cunning: On your Knowledge or Perception check against a bane (☑ or your check before or after you act), add 1d8.
Crimsi - Gimry |
"Shark Hunt with Mrs. T. Hoo HAh HAh!"
Combat 12(9+3): 1d10 + 3 + 1d8 + 2 + 1d6 ⇒ (2) + 3 + (1) + 2 + (6) = 14
Combat(Ranged) - 1d10+3
Seeking Longbow - 1d8+2
Bow Master - 1d6
Lini - Noasarc |
Hour: Gorum
Cast Aspect of the Hawk.
Move to Shipwreck Graveyard.
Attempt to close, roll for plunder.
1d6 ⇒ 1 Weapon x.x
Keen Falcata +1
No chance even with help.
End turn, discard stuff to find some blessings.
Recovery:
AotH
Divine 7: 1d10 + 5 ⇒ (5) + 5 = 10
Success, recharged.
Hand: Fire Gecko, Besmara's Tricorne, Crow, Stone Axe +1, Reed Moccasin, Blessing of Chaldira Zuzaristan, Blessing of the Green Faith,
Displayed:
Deck: 7 Discard: 4 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
NOTES:
Available Support: Blessing of Green Faith available.
Middle of Deck (Unknown Order): Fireblade, Angelstep, Cloud Puff, Droogami, Blessing of the Green Faith 2
Recharged: Aspect of the Monkey, Aspect of the Hawk,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
Survival: Wis +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
N/A
POWERS:
At the start (☑ or end) of your turn, you may exchange a card in your
hand for an ally that has the Animal trait in your discard pile.
For your combat check, you may display an ally that has the Animal trait
to use your Survival skill + 1d6. If you succeed at the check, recharge
the displayed card; otherwise bury (☐ or discard) it.
Siwar |
Hour of Achaekek
Move to Shipwreck Graveyard
Attempt to close: Plunder Table
Plunder: 1d6 ⇒ 6 My Choice! Spell: Attempt to encounter Animated Weapon
Reveal Binder's Tome
Arcane 8: 1d12 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7 LOL!
We continue to be lost in a sea of shipwrecks!
Hand: Priest of Pharasma, Chronicler, Pharasma's Knowing 1, Binder's Tome, Swipe, Fire Snake, Ice and Fire,
Displayed:
Deck: 10 Discard: 6 Buried: 2
Current Location: Shipwreck Graveyard
Hero Points: 3
Product Reroll: Used
NOTES:
Available Support: Binder's Tome: Local Combat or Charisma, reveal to add 1d4 and Mental trait.Priest of Pharasma: Heal local 1d4 + 1
Movement: Keep me with the crew unless it's giving me a rough start of turn power
Other: Recharge freely for d4s in hand order. (Allies reload)
Middle of Deck (Unknown Order): Blessing of Achaekek, Magical Child, Blessing of Abraxas, Ruby of Charisma, Lady Agasta Smythee, Apprentice, Farglass
Recharged: Blessing of the Spellbound, Cure, Safe Harbor,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☐ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☐ Add 2 to any check to defeat a henchman (☐ or villain) (☐ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
Board Status
Lini, Siwar - Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Crimsi, Telessel -
Flenta -
BR Nathan Davis |
During This Adventure:
During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
Additional Rules: Story Banes
Villains: Uthiggmaru
Henchmen (Closing): Ormandar, Jalhazar's Curse (Non-Closing), The Ancient Mariner, Shipwreck
Villain
Type: Monster
Traits: Aberration Aquatic
To Defeat: See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda. To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
Henchman
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded. Before you act, a random character at your location must summon and encounter a Hammerhead Shark. If defeated, you may immediately attempt to close the location this henchman came from. After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Henchman
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits. Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 18, Flenta/Hawkmoon
Monsters
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.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Monster 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.
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.
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.
Barriers
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.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Barrier 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.
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.
Weapons
None
Weapon P
Traits:
Spear
Melee
Piercing
2-Handed
Veteran
Owner: Alain
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus the adventure deck number of the current scenario, if any.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. If you fail the second time, reduce the damage dealt to you by 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.
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.
None
Weapon P
Traits:
Sword
Melee
Slashing
2-Handed
Magic
Owner: Amiri
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 2d6 and the Cold trait.
If not proficient with weapons, the difficulty of this check is increased by 4.
None
Weapon P
Traits:
Firearm
Ranged
Piercing
Magic
Veteran
Owner: Lirianne
To Acquire:
Dexterity
Ranged
Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6 plus the scenario's adventure deck number; you may additionally bury this card to add another 1d10. If you did not bury this card and do not have the Gunslinger trait, roll 1d6, or 1d12 if proficient with Weapons; on 1-2, shuffle this card into your deck.
Spells
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.
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.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
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.
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.
Armors
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
None
Armor P
Traits:
Heavy Armor
Magic
Owner: Seelah
To Acquire:
ConstitutionFortitude 6
Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
SS
Item C
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
None
Item P
Traits:
Clothing
Owner: Merisiel
To Acquire:
Dexterity
Acrobatics
Stealth 7
Recharge this card to add 1 die to your Stealth or Acrobatics check.
Discard this card to add an item from your discard pile to your hand.
None
Item P
Traits:
Accessory
Offhand
Owner: Kess
To Acquire:
Strength
Melee 4
Recharge this card to add 1d4 to your Melee combat check or Diplomacy check. If you have the Brawler trait, you may reveal this card instead.
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
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.
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.
Allies
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.
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
None
Ally P
Traits:
Animal
Owner: Harsk
To Acquire:
Wisdom
Survival 10
Discard this card on your turn to examine the top card of your location deck. If the examined card is a monster, immediately encounter it; add 1d6 to your checks to defeat it.
"Ow! Darn it, Biter. Let go!"
-Harsk
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.
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.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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: 12
Hourglass
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
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.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing C
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Gozreh
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 #1: Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Noasarc, Siwar/NathanDavis, Thresher Anchored
Location #2: Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
None
Armor P
Traits:
Light Armor
Owner: Reiko
To Acquire:
Constitution
Fortitude 7
When you acquire this card, you may draw a card.
Recharge this card to search you deck for a weapon that has the Ranged trait and put it in your hand. If you have the Ninja trait, you may search your deck for any weapon instead.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
None
Weapon P
Traits:
Bow
Ranged
Piercing
Owner: Adowyn
To Acquire:
Dexterity
Ranged
Survival 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die; if you have the Hunter trait, you may use a d10 instead of your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Recharge this card to add 1d6 to your Survival check.
SS
Villain 3
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths_" -- Uthiggmaru
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #3: Fog Bank
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Crimsi/Gimry, Telessel/Iceman91,
Location #4: Riptide Cove
Closed
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Hawkmoon, Trident +2, Daji, Shark Skin Armor, 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.
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.
None
Ally P
Traits:
Animal
Veteran
Owner: Feiya
To Acquire:
Wisdom
Survival 8
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
If you have the Witch trait, you may treat the adventure deck number of this card as 1 plus the scenario's adventure deck number.
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Location #5: Mancatcher Cove
Closed
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Coastline
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #7: Raker Shoals
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #8: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
None
Armor P
Traits:
Heavy Armor
Owner: Hayato
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 3 to your Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury this card instead.
If you have the Samurai trait, you may recharge this card when you reset your hand.
Flenta Hawkmoon |
Turn 18: The hour is Blessing of the Gods
Free exploration: Cut-Throat Grok
Evangelist
Constitution 5: 1d6 + 1 ⇒ (5) + 1 = 6
Success
Acquired
Discard Royster McCleagh to explore: Shark Skin Armor
Evangelist
Constitution 7: 1d6 + 1 ⇒ (2) + 1 = 3
Failed
Banished
Discard Korvosan House Drake to explore: Daji
Evangelist, Telessel's Blessing of the Ancients, since it recharges right now
Wisdom 8: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8
Success
Acquired
Discard Daji to explore: Trident +2
Cut-Throat Grok
Melee 10: 1d10 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11
Success
Acquired
Ending my turn.
Infernal Healing: Bury Royster McCleagh to heal: Old Salt
Recharge another new spell.
Hand: Vicious Scythe, Trident +2, Speed, Wand of Enervation, Korvosan House Drake, Evangelist,
Displayed: Infernal Healing, False Life,
Deck: 14 Discard: 5 Buried: 3
Current Location: Riptide Cove
Hero Points: 0
NOTES:
Available Support: Anything I have that can help, feel free to use.
Other: Reroll: 0-3C Used
Middle of Deck (Unknown Order): Wand of Force Missile, Svingli's Eye, Shock Glaive, The Eclipse, Brine's Sting, Dragonbane Greatsword, Cut-Throat Grok, Standard Bearer, Rage, Some spell, Rage 2, Old Salt
Recharged: Some spell 2,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatic: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
☑ Armor | Weapons | Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☐ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Board Status
Most Recent BR Refresh
Lini, Siwar - Shipwreck Graveyard // (open but empty)
Sea Caves 1-9 remain
Crimsi, Telessel - Fog Bank CLOSED
Flenta - Riptide Cove CLOSED
Mancatcher Cove CLOSED
Coastline CLOSED
Raker Shoals CLOSED
Crimsi - Gimry |
========================
Crimsi starts her turn.
Hour: Blessing of the Gods
Hour Power:No effect.
Location: Fog Bank
Location Power:After you play a card or use a power that examines cards in this location deck, shuffle it.
Adventure Powers:
Scenario Powers:
SoT Examine Location: 1d2 ⇒ 2 -> Sea Caves (Shackled Sorcerer)
Move to Sea Caves
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Elixer reduces Fire Damage by 1
Combat 11: 1d10 + 3 + 1d8 + 2 + 1d6 ⇒ (2) + 3 + (6) + 2 + (4) = 17
Combat(Ranged) - 1d10+3
Seeking Longbow - 1d8+2
Bow Master - 1d6
AYA - Hoping someone can take 1 Structure Damage
"
Hand: Deathbane Light Crossbow, Seeking Longbow, Compass, Rickety Hake, Blessing of Erastil,
Displayed: Mithral Chain Shirt, Elixir of Energy Resistance,
Deck: 11 Discard: 3 Buried: 0
Current Location: Sea Caves
Hero Points: 3
NOTES:
Other: Paizo reroll used for scenario 0-3D?: Y
Middle of Deck (Unknown Order): Impervious Chain Shirt, Eries Yelloweyes, The Carnival, Frost Longbow, Thieves' Tools, Spyglass, The Winged Serpent, Animalbane Crossbow +2, The Cyclone
Recharged: Elixer of Healing, Archer,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of a random location.
For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6) .
Board Status
Most Recent BR Refresh
Lini, Siwar - Shipwreck Graveyard // (open but empty)
Sea Caves 2-9 remain
Crimsi, Telessel - Fog Bank CLOSED
Flenta - Riptide Cove CLOSED
Mancatcher Cove CLOSED
Coastline CLOSED
Raker Shoals CLOSED
Telessel Neirrenar |
Off-turn: recharge BotA
Telessel's turn
Hour of the Gods
SoT: Shipwreck Graveyard
Survival 5: 1d10 + 3 ⇒ (4) + 3 = 7 Safe
Move to Sea Caves
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
Free explore of #2: Shinobi Shozoku
Ask Lini to recharge BotGF
Con 7: 1d6 + 1d6 ⇒ (4) + (3) = 7 Success
When acquired, draw Shining Wayfinder.
Discard Shining Wayfinder to examine and explore top card: Nirmathas Longbow (no shuffle)
Reveal Belt
Ranged 7: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 Success
Discard Compass to explore #4: Uthiggmaru
Guarding: Have The Winged Serpent to help.
BA: Encounter Blackwater Charda
Blackwater Charda:
BA: Suffer 1d4 - 1 ⇒ (2) - 1 = 1 cold, discarding the Longbow
CtD: Reveal Vindictive Harpoon, trigger its barbs, reveal Belt, Hunter
Combat 15: 1d8 + 4 + 1d6 + 1 + 1d8 + 1 + 1d6 ⇒ (4) + 4 + (1) + 1 + (4) + 1 + (2) = 17 Success
Reveal Vindictive Harpoon, trigger its barbs, reveal Belt, Hunter, ask Crimsi for Bo Erastil
Combat 20-ish: 1d8 + 4 + 1d6 + 1 + 1d8 + 1 + 1d6 + 2d8 ⇒ (8) + 4 + (5) + 1 + (6) + 1 + (1) + (5, 3) = 34 Success
Guard check bot:
Plunder: 1d6 ⇒ 1 - Veteran's Longspear, which Siwar swipes.
BR Nathan Davis |
0-3D: GOING UNDER
Development:
Sea monsters! Actual gods-be-blessed sea monsters! After fighting an aboleth, aberrations, and aquatic beasties, you’ve finally found that sunken ship. And you’ve even got a few potions of water breathing left! Soon, Jalhazar’s Wheel will be in yer hands, but before you surface, you might as well search that ship for some other lost loot. One turn of the ponderous iron key in the sea-worn lock that seals the hold, and all the treasure aboard the Devil’s Deception will be yours!
Since yer true to your word, you’ll need to take that wondrous wheel back to Tessa Fairwind, especially if you want her to back yer bid for the Pirate Council, but the rest of the loot is yers to keep. ’Tis a fine day to be a pirate! I’ll tell me chums at the Rusty Bucket about ya. They’ll be singing yer praises in Quent’s finest taverns! And of course, yer one step closer to the day you can join the court of the Hurricane King.
Rewards:
Scenario: Each character chooses a type of boon other than loot and draws a card of that type from the box. This will also kick off a bonus upgrade thanks to updated guide
Each player chooses one of her Pathfinder Society RPG characters. That character may purchase potions of water breathing as though their market price were 375 gp.
Adventure: Each character chooses a type of boon other than loot, then draws a card of that type that has an adventure deck number of 3 from the box. Adventure Card Guild characters may treat this card as an additional deck upgrade. Another bonus! 3 Possible Upgrades!
Character Advancement: Each character gains an experience point and a Hero Point.
Upgrades:
Old Salt (Ally B)
Royster McCleagh (Ally 2)
Crimson Cogward (Ally 1)
Cut-Throat Grok (Ally 1)
Rotgut (Ally 2)
Daji (Ally 3)
Shinobi Shozoku (Armor 3)
Blessing of the Gods (Blessing B)
Blessing of Achaekek (Blessing B)
Blessing of Erastil (Blessing B)
Periscope (Item 2)
Safe Harbor (Spell 2)
Instant Armor (Spell C)
Rage (Spell 1)
Rage (Spell 1)
Charm Animal (Spell C)
Speed (Spell B)
Obscure (Spell 1)
Instant Armor (Spell B)
Trident +2 (Weapon 3)
Temple Sword +1 (Weapon 3)
Nirmathas Longbow (Weapon 3)
Ally 3221
Armor 3
Blessing -
Item 2
Spell 2111
Weapon 333
BR Nathan Davis |
ADVENTURE 4: ISLAND OF THE DAMNED
Raise yer glasses! Our heroes have returned! Storytellers are toasting the brave deeds of a band of strangers hailing from parts unknown. Bards are telling tales in the rollicking taverns of Quent, and those stories are spreading through every inn and watering hole in the Shackles. No one quite knows where these heroes came from, but they’re the pugnacious pirates who fought for vengeance against Jemma Redlclaw, brought true love to Agatha Smithee, and salvaged Jalhazar’s Wheel from Besmara’s briny deep.
Even the Pirate Council is talking about them. Rumor has it that the court of the Hurricane King has been keeping an eye on these reckless upstarts, just in case they have any political ambitions. One has to wonder: Are they the sort who would support Kerdak Bonefist’s grand schemes? Or would they throw in their lot with the discontented rabble who want to replace him?
All this talking is making folks thirsty. When someone makes you a living legend, it wouldn’t hurt to buy a round or two for the bards and taletellers who sing your praises. If that happens to involve carousing through the best bars in the Shackles, so be it!
Of course, one the greatest challenges to being a legend is living up to your reputation. After you’ve fought Kelizar the Brine Dragon and dived to the bottom of the ocean to look Uthiggmaru in the maw, what are you going to do for an encore? Once you’ve proven your prowess in battle and outwitted your enemies in intrigue, you might want to consider something different. Maybe you should try your hand at something no one has done before.
Hang around taverns long enough, and you’ll hear plenty of leads on the next place to explore. Seems that even in the Shackles, there are still uncharted places where no hero has ever set foot on an island’s sandy shores. Why just the other day, a rum-soaked old taleteller was shouting about a place called the Island of the Damned...
BR Nathan Davis |
0-4A: A TALE OF TWO ALCHEMISTS
“Ahoy, mateys! Sit down and have a drink. I’ve got a tale ta tell ya. Someone wants to send you on an adventure to find a fabulous treasure, and this time, it isn’t someone on the Pirate Council. No, lads and lasses… it’s me! Yer humble storyteller.
“I’ve been drinkin’ and thinkin’ at my favorite watering hole, the Rusty Bucket, and me and me mates have been getting a bit thirsty. That’s when one of us piped up with a lovely tale: the story of a legendary stash of rum on a mysterious island in the Shackles. Now, ya wouldn’t expect it to be an ordinary isle. No, it’s an island with a godsforsaken reputation: the Island of the Damned! Pirates sail there, but they don’t always sail back.
“Seems this story has a twist. Two alchemists live on this island, and their rivalry goes back for decades. They hate each other, but not enough to actually kill one another. They’ll threaten. They’ll sabotage. They’ll set traps, but neither of them wants to actually become a murderer. And we don’t really want them to die either, because one of them brewed that legendary rum! One o’ them might even know where it’s hidden.
“The last traveler who brought them supplies heard tell of a powerful genie who’s trapped on the island. And wouldn’t ya know it—I even heard one of the alchemists managed to seal her in a jug of rum! I bet she’d be mighty grateful to whoever sets her free. Besmara knows I’ve spent many a month working my way through a cask or two of potent brew, but me? I never seem to find a genie at the bottom of a bottle.
“Anyway, here’s me plan: I’ll tell ya how to get to the Island of the Damned. Then you’ll find that bottle and free the genie. Once you’ve earned her gratitude, ye can convince her to make sure the alchemist who trapped her… uh, goes away,… and the other one will tell ya where to find the rum! Simple!
“Just watch out for everything else that can kill ya on the island. You know. Cyclopes. Harpies. Thirsty pirates, and the like. Dying would be a real shame, seeing as how we’d love to hear more about that island, and dead men tell no… hey! Someone’s opened another cask of whiskey! Good luck on yer journey!
Starting Plunder: 1d6 ⇒ 6 Our choice!
During This Scenario:
Our ship is Class 3 or lower: Kraken
Ship 3
Class 3
Check to Defeat
Strength
Melee
10
OR
Wisdom
Survival
8
When Encountered
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The first time you defeat a villain during this scenario, do not check to see if it escapes; instead, put it next to this scenario card. To win the scenario, corner and defeat the second villain while the first villain is displayed next to this card.
When you encounter a card that has the Alchemical or Alchemist trait, before you act, summon and encounter the henchman Cryptic Runes.
Story Banes
Villains: The Eel, Zarskia Galembar
Henchmen (Closing): Cyclops Savages
Villain
Type: Monster
Traits: Halfling Alchemist
To Defeat: Combat 20
Before you act, The Eel deals 1d4 Structural damage to your ship. While you act, all damage dealt by The Eel is Poison damage.
"A bit of poison here, a well-placed bomb there - sounds like the perfect formula for disaster to me!" -- Myskur Marquardt, a_k_a_ The Eel
Villain
Type: Monster
Traits: Human Alchemist Spymaster
To Defeat: Combat 17 OR Intelligence Craft 11
The difficulty of your combat check to defeat is increased by the number of open locations.
"Silence those who know too much_ When you're done, return to the apothecary in Port Peril_ I can provide more toxin along with your payment, if needed_ Destroy this after reading_ -- Zarskia Galembar's assassination order
Henchman
Type: Monster
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3. Damage dealt by the Cyclops Savage is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Barrier
Traits: Alchemical Cache Trap
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
BR Nathan Davis |
During This Adventure:
During This Scenario: During This Scenario:
Our ship is Class 3 or lower: Kraken
Ship 3
Class 3
Check to Defeat
Strength
Melee
10
OR
Wisdom
Survival
8
When Encountered
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The first time you defeat a villain during this scenario, do not check to see if it escapes; instead, put it next to this scenario card. To win the scenario, corner and defeat the second villain while the first villain is displayed next to this card.
When you encounter a card that has the Alchemical or Alchemist trait, before you act, summon and encounter the henchman Cryptic Runes.
Additional Rules: Story Banes
Villains: The Eel, Zarskia Galembar
Henchmen (Closing): Cyclops Savages
Villain
Type: Monster
Traits: Halfling Alchemist
To Defeat: Combat 20
Before you act, The Eel deals 1d4 Structural damage to your ship. While you act, all damage dealt by The Eel is Poison damage.
"A bit of poison here, a well-placed bomb there - sounds like the perfect formula for disaster to me!" -- Myskur Marquardt, a_k_a_ The Eel
Villain
Type: Monster
Traits: Human Alchemist Spymaster
To Defeat: Combat 17 OR Intelligence Craft 11
The difficulty of your combat check to defeat is increased by the number of open locations.
"Silence those who know too much_ When you're done, return to the apothecary in Port Peril_ I can provide more toxin along with your payment, if needed_ Destroy this after reading_ -- Zarskia Galembar's assassination order
Henchman
Type: Monster
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3. Damage dealt by the Cyclops Savage is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Barrier
Traits: Alchemical Cache Trap
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
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.
Scenario Level (#): 4
Turn: 1, Lini/Noasarc
Monsters
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
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_
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster 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.
Barriers
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier 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.
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.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Weapons
None
Weapon P
Traits:
Sword
Melee
Slashing
Magic
Owner: Sajan
To Acquire:
Strength
Melee
Dexterity 8
For your combat check, reveal this card to use your Strength, Dexterity, or Melee skill + 1d8+1; you may additionally recharge a blessing to add your Dexterity die. If you don't have the Monk trait, the difficulty of this check is increased by 4.
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.
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.
None
Weapon P
Traits:
Knife
Melee
Slashing
Finesse
Magic
Owner: Zadim
To Acquire:
Strength
Melee 6
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. Add 1 for each blessing played on this check.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
None
Weapon P
Traits:
Hammer
Melee
Bludgeoning
2-Handed
Owner: Crowe
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add another 1d6, or 2d6 if the bane has the Construct trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Spells
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.
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.
SS
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
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.
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
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
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.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
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.
None
Item P
Traits:
Object
Owner: Lini
To Acquire:
Wisdom
Survival 8
Reveal this card to add 2 to your Survival check or to your check to close a location.
Discard this card to add an ally that has the Animal trait from your discard pile to your hand.
None
Item P
Traits:
Instrument
Owner: Lem
To Acquire:
Charisma
Knowledge
Craft 5
Recharge this card to add 1d4 to any check by a character at your location.
If you have the Bard trait, display this card. While displayed, you may add 1d4 to any check by a character at your location. At the end of the turn, recharge this card.
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.
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.
Allies
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.
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
SS
Ally 3
Traits:
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.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 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.
Blessings
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Hours Remaining: 29
Hourglass
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Dawnflower
None
Blessing P
Traits:
Divine
Sarenrae
Owner: Kyra
To Acquire:
Constitution 5
OR Divine 6
Discard this card to add 1 die to any check, or to add 2 dice to any non-combat Constitution check. If you have the Cleric trait, you may play another blessing on this check.
Discard this card to explore your location.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
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.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Location #1: 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
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.
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
None
Ally P
Traits:
Animal
Owner: Adowyn
To Acquire:
Wisdom
Survival 9
Recharge this card to examine the top or bottom card of your location deck.
Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.
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_
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.
SS
Henchman 4
Type: Monster
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
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.
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.
Location #2: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival 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 one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
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.
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Henchman 4
Type: Monster
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
None
Item P
Traits:
Clothing
Owner: Merisiel
To Acquire:
Dexterity
Acrobatics
Stealth 7
Recharge this card to add 1 die to your Stealth or Acrobatics check.
Discard this card to add an item from your discard pile to your hand.
Location #3: 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
SS
Henchman 4
Type: Monster
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
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.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
None
Weapon P
Traits:
Sword
Melee
Slashing
Finesse
Magic
Owner: Seltyiel
To Acquire:
Strength
Melee
Arcane 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If you have the Magus trait, recharge this card to succeed at your check against a spell.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
SS
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.
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.
Location #4: Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Villain 3
Type: Monster
Traits:
Human
Alchemist
Spymaster
To Defeat:
Combat 17
OR Intelligence
Craft 11
The difficulty of your combat check to defeat is increased by the number of open locations.
"Silence those who know too much_ When you're done, return to the apothecary in Port Peril_ I can provide more toxin along with your payment, if needed_ Destroy this after reading_ -- Zarskia Galembar's assassination order
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
SS
Monster 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.
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.
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
None
Item P
Traits:
Staff
Magic
Owner: Seoni
To Acquire:
Charisma
Arcane 6
If you succeed on a combat check that has the Arcane and Attack traits, recharge this card to examine the top card of your location deck.
SS
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
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.
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Location #5: Dinosaur Corral
At This Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
SS
Henchman 4
Type: Monster
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
None
Item P
Traits:
Accessory
Owner: Alahazra
To Acquire:
Wisdom 6
When you examine the top card of any deck, recharge this card to examine the bottom card of that deck.
When you examine the bottom card of any deck, recharge this card to examine the top card of that deck.
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
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.
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.
Location #6: 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
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
None
Weapon P
Traits:
Spear
Melee
Piercing
2-Handed
Veteran
Owner: Alain
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus the adventure deck number of the current scenario, if any.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. If you fail the second time, reduce the damage dealt to you by 1.
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.
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.
None
Weapon P
Traits:
Firearm
Ranged
Piercing
Magic
Veteran
Owner: Lirianne
To Acquire:
Dexterity
Ranged
Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6 plus the scenario's adventure deck number; you may additionally bury this card to add another 1d10. If you did not bury this card and do not have the Gunslinger trait, roll 1d6, or 1d12 if proficient with Weapons; on 1-2, shuffle this card into your deck.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
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.
SS
Villain 4
Type: Monster
Traits:
Halfling
Alchemist
To Defeat:
Combat 20
Before you act, The Eel deals 1d4 Structural damage to your ship.
While you act, all damage dealt by The Eel is Poison damage.
"A bit of poison here, a well-placed bomb there - sounds like the perfect formula for disaster to me!" -- Myskur Marquardt, a_k_a_ The Eel
Location #7: 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
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.
None
Armor P
Traits:
Heavy Armor
Owner: Hayato
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 3 to your Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury this card instead.
If you have the Samurai trait, you may recharge this card when you reset your hand.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
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.
SS
Henchman 4
Type: Monster
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
None
Item P
Traits:
Clothing
Owner: Enora
To Acquire:
Intelligence
Knowledge 6
Recharge this card to recharge a boon that has the Magic trait from your discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
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.
Location #8: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Siwar |
Starting with Lini
Loot: Farglass replaces Flame Staff
Hand: Pharasma's Knowing 2, Wand of Flying, The Lady of Mysteries, Chronicler, Binder's Tome, Ruby of Charisma, Swipe,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: With Lini
Hero Points: 4
Product Reroll: Unused
NOTES:
Available Support: Binder's Tome: Local Combat or Charisma, reveal to add 1d4 and Mental trait.Blessings available
Movement: Keep me with the crew unless it's giving me a rough start of turn power
Other: Recharge freely for d4s in hand order. (Allies reload)
Middle of Deck (Unknown Order): Valet, Apprentice, Pharasma's Knowing 1, Codex, Ice and Fire, Priest of Pharasma, Blessing of Qi Zhong, Fire Snake, Bound Elemental, Farglass, Fly, Cleric of Nethys, Cure
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☐ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☐ Add 2 to any check to defeat a henchman (☐ or villain) (☐ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
Lini - Noasarc |
Starting at Dinosaur Corral!
Hand: Crow, Aspect of the Hawk, Bestial Rags, Stone Axe +1, Reed Moccasin, Shock Lizard, Besmara's Tricorne,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
Middle of Deck (Unknown Order): Fireblade, Droogami, Vine Leshy, Blessing of Nivi Rhombodazzle, Angelstep, Fire Gecko, Blessing of Chaldira Zuzaristan, Blessing of the Green Faith, Aspect of the Monkey, Cloud Puff, Cure
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
Survival: Wis +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
N/A
POWERS:
At the start (☑ or end) of your turn, you may exchange a card in your
hand for an ally that has the Animal trait in your discard pile.
For your combat check, you may display an ally that has the Animal trait
to use your Survival skill + 1d6. If you succeed at the check, recharge
the displayed card; otherwise bury (☐ or discard) it.
Telessel Neirrenar |
Start at Hall of Champions
Loot: swap Frost Longbow for Vindictive Harpoon
Hand: Animalbane Crossbow +2, Impervious Chain Shirt, Compass, Red Mantis Mask, Blessing of Gozreh, Blessing of the Ancients 2, Yelthian,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 2
Accessory reroll: N
NOTES:
Available Support: Blessings are available
Middle of Deck (Unknown Order): The Twin, Armor of Insults, Shining Wayfinder, Belt of Physical Prowess, Elk, The Cyclone, Blessing of the Ancients 1, Seeking Longbow, The Winged Serpent, Vindictive Harpoon, Blessing of the Elements, Wendifisa Spear, Hatchetbird
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +3
Ranged: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3
Perception: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Weapons
POWERS:
Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
Cunning: On your Knowledge or Perception check against a bane (☑ or your check before or after you act), add 1d8.
Crimsi - Gimry |
Start at Ruined Amphitheater
"
Hand: Animalbane Crossbow +2, Compass, Rogue Ape, The Carnival,
Displayed: Impervious Chain Shirt,
Deck: 14 Discard: 0 Buried: 0
Current Location: Ruined Amphitheater
Hero Points: 4
NOTES:
Other: Paizo reroll used for scenario 0-4A?: N
Middle of Deck (Unknown Order): Seeking Longbow, Rickety Hake, The Cyclone, Frost Longbow, Mithral Chain Shirt, Thieves' Tools, Elixer of Healing, Eries Yelloweyes, Deathbane Light Crossbow, Sergeant-at-arms, Elixir of Energy Resistance, The Winged Serpent, Flaming Shortbow, Spyglass
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of a random location.
For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6) .
Flenta Hawkmoon |
Dinosaur Corral to start
Hand: Vicious Scythe, WOUNDING SPEAR-AXE, Infernal Healing, False Life, Korvosan House Drake, Standard Bearer,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Dinosaur Corral
Hero Points: 0
NOTES:
Available Support: Anything I have that can help, feel free to use.
Other: Reroll: 0-3C Used
Middle of Deck (Unknown Order): Wand of Force Missile, Buccaneer's Breastplate, Blessing of Cayden Cailean, Evangelist, Speed, Strength, OUR LORD IN IRON, Brine's Sting, The Eclipse, Wand of Enervation, Dragonbane Greatsword, Detect Magic
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatic: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
☑ Armor | Weapons | Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☐ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Lini - Noasarc |
Hour: Zogmugot
Staying at Dinosaur Corral.
Free explore card #1: Giant Jellyfish
Reveal Stone Axe +1, recharge Shock Lizard, Siwar sings a song.
combat 18: 1d10 + 6 + 1d6 + 1 + 2d4 + 2 ⇒ (7) + 6 + (4) + 1 + (2, 3) + 2 = 25
Success, defeated.
Discard Reed Moccasin, explore card #2: Cyclops Savage
BYA recharges Vine Leshy, no bonus to Cyclops.
Reveal Stone Axe +1, d6 from Reed, Siwar keeps singing.
combat 22: 1d10 + 6 + 1d6 + 1 + 1d6 + 1d4 ⇒ (4) + 6 + (2) + 1 + (5) + (4) = 22
Success, defeated.
Close check: Encounter Rampaging Triceratops
Reveal and discard Stone Axe +1, d6 from Reed.
combat 22: 1d10 + 6 + 3d6 + 1 + 1d6 ⇒ (10) + 6 + (2, 1, 5) + 1 + (4) = 29
Success, defeated.
Closing reward: Draw Reed Moccasin from discard pile.
End of turn.
With Siwar's help Lini overcomes all the enemies charging her way and clears the Dinosaur Corral!
Hand: Crow, Aspect of the Hawk, Bestial Rags, Angelstep, Reed Moccasin, Fire Gecko, Besmara's Tricorne, Droogami,
Displayed:
Deck: 9 Discard: 1 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
Middle of Deck (Unknown Order): Blessing of the Green Faith, Fireblade, Blessing of Chaldira Zuzaristan, Cloud Puff, Cure, Aspect of the Monkey, Blessing of Nivi Rhombodazzle
Recharged: Shock Lizard, Vine Leshy,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
Survival: Wis +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
N/A
POWERS:
At the start (☑ or end) of your turn, you may exchange a card in your
hand for an ally that has the Animal trait in your discard pile.
For your combat check, you may display an ally that has the Animal trait
to use your Survival skill + 1d6. If you succeed at the check, recharge
the displayed card; otherwise bury (☐ or discard) it.
Board Status
Most Recent BR Refresh
Notes for Siwar: Recharge 2 cards
Teleportation Chamber 1-10 remain
Jungle 1-10 remain
Crimsi, Telessel - Great Stone Bridge 1-10 remain
Eye of Serenity 1-10 remain
Lini, Siwar, Flenta - Dinosaur Corral CLOSED 1-10 remain
Hall of Champions 1-10 remain
Ruined Amphitheater 1-10 remain
Siwar |
Off turn, instead of "singing" reveal Binder's Tome for the combats
Hour of Asmodeus
Move with Lini and Flenta to Eye of Serenity
Free explore and encounter Zarskia Galembar
BA Summon and encounter Cryptic Runes
Recharge/Reveal (while revealing Binder's Tome) Chronicler. Recharge Ruby of Charisma
Knowledge 10: 1d12 + 2 + 1d6 ⇒ (7) + 2 + (2) = 11 Banished!
Banish Swipe to Recovery. Reveal Binder's Tome. Discard Telessel's Blessing of the Ancients. 6 open locations
Combat 17+6-3: 1d12 + 3 + 1d8 + 1d4 + 1d12 ⇒ (6) + 3 + (1) + (1) + (8) = 19
Product Reroll the d8: 6 + 3 + 1d8 + 1 + 8 ⇒ 6 + 3 + (4) + 1 + 8 = 22 Success! Close Eye of Serenity. Display Zarskia Galembar
Bury Wand of Flying to examine Ruined Amphitheater (Shackles Pirate) and Great Stone Bridge (Cyclops Savage), move Lini, Flenta, and Siwar to Hall of Champions
Siwar ends her turn.
Siwar attempts to recover all cards in her Recovery pile. Revealing Binder's Tome on all
Swipe: Divine 10: 1d12 + 3 + 1d4 ⇒ (9) + 3 + (2) = 14 -> Swipe recharged.
Wand of Flying: Divine 12: 1d12 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5 -> Wand of Flying buried.
Siwar resets her hand.
One of the alchemists had set up shop in the locus of divination on the island. Just as Siwar was trying to get a better vantage point herself she was faced with cryptic traps, that she was just able to decifer. She was quickly met by Zarskia. Thinkings as quickly as she could, Siwar swipes the alchemist's belt of concotions before she was able to put up a fight.
Once that threat was neutralized, Siwar regroups with most of her crew at the hall of champions.
Hand: Priest of Pharasma, Cleric of Nethys, Pharasma's Knowing 2, The Lady of Mysteries, Farglass, Chronicler, Binder's Tome,
Displayed:
Deck: 12 Discard: 0 Buried: 1
Current Location: Hall of Champions
Hero Points: 4
Product Reroll: Unused
NOTES:
Available Support: Binder's Tome: Local Combat or Charisma, reveal to add 1d4 and Mental trait.Blessings available
Priest of Pharasma: Heal local 1d4 + 1
Movement: Keep me with the crew unless it's giving me a rough start of turn power
Other: Recharge freely for d4s in hand order. (Allies reload)
Middle of Deck (Unknown Order): Codex, Pharasma's Knowing 1, Bound Elemental, Valet, Ice and Fire, Fly, Blessing of Qi Zhong, Cure, Apprentice, Fire Snake
Recharged: Ruby of Charisma, Swipe,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☐ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☐ Add 2 to any check to defeat a henchman (☐ or villain) (☐ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
Board Status
Notes for Telessel: Discard Blessing of the Ancients
Teleportation Chamber 1-10 remain
Jungle 1-10 remain
Great Stone Bridge 1-10 remain // 1=Cyclops Savage
Eye of Serenity CLOSED
Dinosaur Corral CLOSED
Telessel, Lini, Siwar, Flenta - Hall of Champions 1-10 remain
Crimsi - Ruined Amphitheater 1-10 remain // 1=Shackles Pirate
BR Nathan Davis |
During This Adventure:
During This Scenario: During This Scenario:
Our ship is Class 3 or lower: Kraken
Ship 3
Class 3
Check to Defeat
Strength
Melee
10
OR
Wisdom
Survival
8
When Encountered
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The first time you defeat a villain during this scenario, do not check to see if it escapes; instead, put it next to this scenario card. To win the scenario, corner and defeat the second villain while the first villain is displayed next to this card.
Displayed: Zarskia Galembar
When you encounter a card that has the Alchemical or Alchemist trait, before you act, summon and encounter the henchman Cryptic Runes.
Additional Rules: Story Banes
Villains: The Eel, Zarskia Galembar
Henchmen (Closing): Cyclops Savages
Villain
Type: Monster
Traits: Halfling Alchemist
To Defeat: Combat 20
Before you act, The Eel deals 1d4 Structural damage to your ship. While you act, all damage dealt by The Eel is Poison damage.
"A bit of poison here, a well-placed bomb there - sounds like the perfect formula for disaster to me!" -- Myskur Marquardt, a_k_a_ The Eel
Villain
Type: Monster
Traits: Human Alchemist Spymaster
To Defeat: Combat 17 OR Intelligence Craft 11
The difficulty of your combat check to defeat is increased by the number of open locations.
"Silence those who know too much_ When you're done, return to the apothecary in Port Peril_ I can provide more toxin along with your payment, if needed_ Destroy this after reading_ -- Zarskia Galembar's assassination order
Henchman
Type: Monster
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3. Damage dealt by the Cyclops Savage is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Barrier
Traits: Alchemical Cache Trap
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have. If defeated, you may immediately attempt to close the location this henchman came from.
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.
Scenario Level (#): 4
Turn: 3, Flenta/Hawkmoon
Monsters
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.
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
SS
Monster 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.
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.
Barriers
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.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
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.
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.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Weapons
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
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.
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.
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.
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.
Spells
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.
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.
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.
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.
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
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.
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.
None
Armor P
Traits:
Heavy Armor
Magic
Owner: Seelah
To Acquire:
ConstitutionFortitude 6
Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
None
Armor P
Traits:
Light Armor
Owner: Reiko
To Acquire:
Constitution
Fortitude 7
When you acquire this card, you may draw a card.
Recharge this card to search you deck for a weapon that has the Ranged trait and put it in your hand. If you have the Ninja trait, you may search your deck for any weapon instead.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
SS
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
SS
Item 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.
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.
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.
Allies
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
SS
Ally 3
Traits:
Human
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.
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.
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
None
Ally P
Traits:
Animal
Owner: Lini
To Acquire:
Wisdom
Survival 11
Recharge this card to add 1d8 to you Perception or Stealth check.
Discard this card on your turn to move, then explore your location.
"Droogami's what we call good friends. We're friends, right?"
-Lini
Blessings
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.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
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.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 27
Hourglass
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Dawnflower
None
Blessing P
Traits:
Divine
Sarenrae
Owner: Kyra
To Acquire:
Constitution 5
OR Divine 6
Discard this card to add 1 die to any check, or to add 2 dice to any non-combat Constitution check. If you have the Cleric trait, you may play another blessing on this check.
Discard this card to explore your location.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing C
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
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.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Location #1: 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
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.
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
None
Ally P
Traits:
Animal
Owner: Adowyn
To Acquire:
Wisdom
Survival 9
Recharge this card to examine the top or bottom card of your location deck.
Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.
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_
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.
SS
Henchman 4
Type: Monster
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
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.
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.
Location #2: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival 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 one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
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.
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Henchman 4
Type: Monster
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
None
Item P
Traits:
Clothing
Owner: Merisiel
To Acquire:
Dexterity
Acrobatics
Stealth 7
Recharge this card to add 1 die to your Stealth or Acrobatics check.
Discard this card to add an item from your discard pile to your hand.
Location #3: 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
SS
Henchman 4
Type: Monster
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
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.
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
None
Weapon P
Traits:
Sword
Melee
Slashing
Finesse
Magic
Owner: Seltyiel
To Acquire:
Strength
Melee
Arcane 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If you have the Magus trait, recharge this card to succeed at your check against a spell.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
SS
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.
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.
Location #4: Eye of Serenity
Closed
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Dinosaur Corral
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: 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: Flenta/Hawkmoon, Telessel/Iceman91, Lini/Noasarc, Siwar/NathanDavis, None
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
None
Weapon P
Traits:
Spear
Melee
Piercing
2-Handed
Veteran
Owner: Alain
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus the adventure deck number of the current scenario, if any.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. If you fail the second time, reduce the damage dealt to you by 1.
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.
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.
None
Weapon P
Traits:
Firearm
Ranged
Piercing
Magic
Veteran
Owner: Lirianne
To Acquire:
Dexterity
Ranged
Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6 plus the scenario's adventure deck number; you may additionally bury this card to add another 1d10. If you did not bury this card and do not have the Gunslinger trait, roll 1d6, or 1d12 if proficient with Weapons; on 1-2, shuffle this card into your deck.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
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.
SS
Villain 4
Type: Monster
Traits:
Halfling
Alchemist
To Defeat:
Combat 20
Before you act, The Eel deals 1d4 Structural damage to your ship.
While you act, all damage dealt by The Eel is Poison damage.
"A bit of poison here, a well-placed bomb there - sounds like the perfect formula for disaster to me!" -- Myskur Marquardt, a_k_a_ The Eel
Location #7: 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: Crimsi/Gimry, None
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.
None
Armor P
Traits:
Heavy Armor
Owner: Hayato
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 3 to your Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury this card instead.
If you have the Samurai trait, you may recharge this card when you reset your hand.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
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.
SS
Henchman 4
Type: Monster
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
None
Item P
Traits:
Clothing
Owner: Enora
To Acquire:
Intelligence
Knowledge 6
Recharge this card to recharge a boon that has the Magic trait from your discard pile.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
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.
Location #8: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Flenta Hawkmoon |
Turn 4: The hour is Blessing of the Gods
Display False Life (recharge new spell which I'll figure in a moment)
Display Infernal Healing (recharge new spell which I'll figure in a moment)
Free exploration: Navigator Musket +1
Not likely to happen.
Ranged: 0 = 0
Failed
Banished
Discard Korvosan House Drake to explore: Benevolent Buckler
Constitution 5: 1d6 ⇒ 4
Failed.
Banished.
Discard Standard Bearer to explore: Veteran's Longspear
Melee 8: 1d10 + 4 ⇒ (6) + 4 = 10
Success
Draw a card: Wand of Enervation
Acquired
Ending my turn.
Hand: Vicious Scythe, Wounding Spear-axe, Veteran's Longspear, Dragonbane Greatsword, Detect Magic, Wand of Enervation,
Displayed: False Life, Infernal Healing,
Deck: 10 Discard: 2 Buried: 0
Current Location: Dinosaur Corral
Hero Points: 0
NOTES:
Available Support: Anything I have that can help, feel free to use.
Other: Reroll: 0-3C Used
Middle of Deck (Unknown Order): Brine's Sting, Wand of Force Missile, Blessing of Cayden Cailean, Speed, The Eclipse, Buccaneer's Breastplate, Evangelist, OUR LORD IN IRON, Svingli's Eye
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatic: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
☑ Armor | Weapons | Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☐ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Board Status
Most Recent BR Refresh
Notes for Telessel: Discard Blessing of the Ancients
Teleportation Chamber 1-10 remain
Jungle 1-10 remain
Great Stone Bridge 1-10 remain // 1=Cyclops Savage
Eye of Serenity CLOSED
Dinosaur Corral CLOSED
Telessel, Lini, Siwar, Flenta - Hall of Champions 4-10 remain
Crimsi - Ruined Amphitheater 1-10 remain // 1=Shackles Pirate
BR Nathan Davis |
Discarded my blessing instead of Telessel's. New hand
Hand: Priest of Pharasma, Codex, Cleric of Nethys, The Lady of Mysteries, Farglass, Chronicler, Binder's Tome,
Displayed:
Deck: 11 Discard: 1 Buried: 1
Current Location: Hall of Champions
Hero Points: 4
Product Reroll: Unused
NOTES:
Available Support: Binder's Tome: Local Combat or Charisma, reveal to add 1d4 and Mental trait.Blessing available
Priest of Pharasma: Heal local 1d4 + 1
Codex: Local acquire 1d8+2
Movement: Keep me with the crew unless it's giving me a rough start of turn power
Other: Recharge freely for d4s in hand order. (Allies reload)
Middle of Deck (Unknown Order): Fly, Fire Snake, Cure, Ice and Fire, Bound Elemental, Pharasma's Knowing 1, Valet, Blessing of Qi Zhong, Apprentice
Recharged: Ruby of Charisma, Swipe,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☐ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☐ Add 2 to any check to defeat a henchman (☐ or villain) (☐ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
Crimsi - Gimry |
========================
Crimsi starts her turn.
Hour: Blessing of Cayden Cailean
Hour Power:No effect.
Location: Ruined Amphitheater
Location Power:At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
Adventure Powers:
Scenario Powers:
SoT Examine Location: 1d5 ⇒ 2 -> Jungle - Corlan
"Gholdako is BAD! Very BAD!"
SoT Dexterity 8: 1d10 + 2 + 1d10 ⇒ (3) + 2 + (3) = 8
Dexterity - 1d10+2
Blessed - 1d10
Use my Carnival to bless, so flip a 3 to an 8
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.
Combat 13(9+4): 1d10 + 3 + 1d10 + 2 + 1d6 ⇒ (3) + 3 + (4) + 2 + (5) = 17
Combat(Ranged) - 1d10+3
Animalbane Crossbow +2 - 1d10+2
Bow Master - 1d6
Discard Rogue Ape to explore again
None
Armor P
Traits:
Heavy Armor
Owner: Hayato
To Acquire:
Constitution
Fortitude 5
Reveal this card to add 3 to your Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury this card instead.
If you have the Samurai trait, you may recharge this card when you reset your hand.
Constitution 5: 1d6 ⇒ 4
Constitution - 1d6
Recharge Compass to move to Hall of Champions and examine
Card 4 - Skeleton Anchor
EoT Examine Location: 1d5 ⇒ 1 - > Teleportation Chamber - Port Peril Corsair
Crimsi quickly runs back to the party and hides behind Flenta.
"Bad, bad giant over there. Me no go back."
"
[b]Hand: Animalbane Crossbow +2, Seeking Longbow, Elixer of Healing, Sergeant-at-arms, The Winged Serpent,
Displayed: Impervious Chain Shirt,
Deck: 11 Discard: 2 Buried: 0
Current Location: Ruined Amphitheater
Hero Points: 4
NOTES:
Available Support:Seeking longbow adds 1d8 to a Combat checks
The Winged Serpent recharges to bless distant checks
Other: Paizo reroll used for scenario 0-4A?: N
Middle of Deck (Unknown Order): Elixir of Energy Resistance, Flaming Shortbow, Eries Yelloweyes, The Cyclone, Mithral Chain Shirt, Spyglass, Rickety Hake, Deathbane Light Crossbow, Frost Longbow, Thieves' Tools
Recharged: Compass,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☐ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of a random location.
For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6) .
Board Status
Most Recent BR Refresh
Notes for Telessel: Discard Blessing of the Ancients
Teleportation Chamber 1-10 remain // 1=Port Peril Corsair
Jungle 1-10 remain // 1=Corlan
Great Stone Bridge 1-10 remain // 1=Cyclops Savage
Eye of Serenity CLOSED
Dinosaur Corral CLOSED
Telessel, Lini, Siwar, Flenta, Crimsi - Hall of Champions 4-10 remain // 4=Skeleton Anchor
Ruined Amphitheater 3-10 remain
Telessel Neirrenar |
Telessel's turn
Hour of the Dawnflower
Move to Ruined Amphitheater w/ Siwar
Display Impervious Chain Shirt
Free explore of #3: Barroom Brawl
Discard BotA
Dex 5+#=9: 1d8 + 2 + 1d8 ⇒ (7) + 2 + (8) = 17 Success
I imagine Siwar cannot fail with Chronicler and Tome
Discard Compass to explore #4: Skeleton Anchor
Ask Siwar for a song
Survival 13: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (4) = 15 Success
Looks like Crimsi examined the wrong #4 -> Hall of Champions is Giant Jellyfish
Discard Yelthian to move to Great Stone Bridge and explore #1: Cyclops Savage
BA: Top card of deck is The Cyclone
CtD: Reveal Animalbane Crossbow, Siwar reveals Tome, ask Crimsi to recharge Winged Serpent
Combat 22: 1d8 + 4 + 1d10 + 2 + 1d4 + 1d10 ⇒ (5) + 4 + (6) + 2 + (3) + (3) = 23 Success
Close location:
Discard Blessing of Gozreh
Ranged 10: 1d8 + 4 + 2d8 ⇒ (1) + 4 + (5, 6) = 16 Success
WPC: EoT effect.
End turn
Bury Skeleton Anchor and Red Mantis Mask to recharge Yelthian and BotA.
Hand: Animalbane Crossbow +2, Seeking Longbow, Belt of Physical Prowess, The Winged Serpent, Blessing of the Ancients 1, The Cyclone,
Displayed: Impervious Chain Shirt,
Deck: 10 Discard: 2 Buried: 2
Hero Points: 2
Accessory reroll: N
NOTES:
Available Support: Longbow and Blessings are available
Middle of Deck (Unknown Order): The Twin, Armor of Insults, Blessing of the Elements, Vindictive Harpoon, Shining Wayfinder, Wendifisa Spear, Elk, Hatchetbird
Recharged: Yelthian, Blessing of the Ancients 2,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +3
Ranged: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3
Perception: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Weapons
POWERS:
Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
Cunning: On your Knowledge or Perception check against a bane (☑ or your check before or after you act), add 1d8.
Board Status
Most Recent BR Refresh
Notes for Crimsi: Recharge Winged Serpent
Notes for Siwar: Reload Priest for bardsong
Teleportation Chamber 1-10 remain // 1=Port Peril Corsair
Jungle 1-10 remain // 1=Corlan
Telessel, Siwar - Great Stone Bridge CLOSED
Eye of Serenity CLOSED
Dinosaur Corral CLOSED
Lini, Flenta, Crimsi - Hall of Champions 4-10 remain // 4=Giant Jellyfish
Ruined Amphitheater 5-10 remain
Flenta Hawkmoon |
Random spell I drew from my pool are Blade Lash and Unerring Weapon.
Hand: Vicious Scythe, Wounding Spear-axe, Veteran's Longspear, Dragonbane Greatsword, Detect Magic, Wand of Enervation,
Displayed: False Life, Infernal Healing,
Deck: 12 Discard: 2 Buried: 0
Current Location: Dinosaur Corral
Hero Points: 0
NOTES:
Available Support: Anything I have that can help, feel free to use.
Other: Reroll: 0-3C Used
Middle of Deck (Unknown Order): Strength, The Eclipse, Speed, Buccaneer's Breastplate, Svingli's Eye, Blessing of Cayden Cailean, Evangelist, Wand of Force Missile, Brine's Sting
Recharged: Blade Lash, Unerring Weapon,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Acrobatic: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
☑ Armor | Weapons | Arcane Item
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
When you would discard a weapon for its power, you may recharge it instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☐ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.