[PACS] Season of the Shackles by Nathan

Game Master Nathan Davis

Turn Order
1. Flenta/Hawkmoon
2. Crimsi/Gimry
3. Telessel/Iceman91
4. Lini/Noasarc
5. Siwar/NathanDavis

Shared Tracker (Hands/Loot/Ships/Summons)

Currently playing 0-4D: The Impossible Bottle on Kraken

RULES: SHIPS:

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

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

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

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

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

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

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

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

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

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

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

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


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

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

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

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


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

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

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

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


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

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

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

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


    5) Truewind
    Spoiler:
    Ship B
    Class 1

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

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

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


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

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

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

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


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

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

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

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


    8) Dominator
    Spoiler:
    Ship B
    Class 6

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

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

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


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

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Strength
    4

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


    10) Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

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

    Check to Repair
    Craft
    7

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


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

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

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

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

    Check to Repair
    Craft 6

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


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

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

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

    Check to Repair
    Craft
    6

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


    13) Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


    14) Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

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

    Check to Repair
    Craft
    6

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


    16) Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

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

    Check to Repair
    Craft
    6

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


    17) Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

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

    Check to Repair
    Craft
    7

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


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

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

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

    Check to Repair
    Craft
    8

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


    20) Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

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

    Check to Repair
    Craft
    7

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


Summoned Henchmen:

The Ancient Mariner
Spoiler:

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

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

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


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

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


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

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


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

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


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

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


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

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


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

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


Scurvy Zombie
Spoiler:

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

Sea Devil
Spoiler:

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

Shipwreck
Spoiler:

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


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Deck Handler

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.

Lini wrote:

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.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fireblade, Cure, Cloud Puff, Angelstep, Shock Lizard, Reed Moccasin, Aspect of the Hawk, Droogami
Recharged: Crow,
Discard Pile: Blessing of Chaldira Zuzaristan, Fire Gecko,
Buried Pile:

Skills and Powers:
SKILLS
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.


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

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.

Siwar wrote:

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)

Deck, Discard, Buried:

Reloaded:
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: Pharasma's Knowing 1, Fly,
Buried Pile:

Skills and Powers:
SKILLS
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


During This Adventure:

During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher

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

Uthiggmaru:

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

Ormandar:

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.

Jalhazar's Curse:

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.

The Ancient Mariner:

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

Blackwater Charda:

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.

Riptide Grindylow:

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.

Sea Devil:

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

Scenario Level (#): 3

Turn: 3, Flenta/Hawkmoon

Random Cards:

Monsters
Spoiler:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

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

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

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

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

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

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

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

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

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

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


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

Spoiler:
Alkenstar Pistol
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.

Spoiler:
Bloodcrow Rapier
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.


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

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

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

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

Spoiler:
Animated Weapon
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.

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

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

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

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

Spoiler:
O-Yoroi
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
Spoiler:
Occularium Vestments
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.

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

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

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

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

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

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

Spoiler:
Leryn
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.


Spoiler:
Splendiferous Hat
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.


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

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

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

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

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

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

Current Hour:

Blessing of Kelizandri:
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.

Hours Remaining: 27

Hourglass

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

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

Shipwreck Graveyard Card 1:
Arcane Staff
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.
Shipwreck Graveyard Card 2:
Jalhazar's Curse
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.
Shipwreck Graveyard Card 3:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Shipwreck Graveyard Card 4:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shipwreck Graveyard Card 5:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Shipwreck Graveyard Card 6:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Shipwreck Graveyard Card 7:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

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
Sea Caves Card 1:
Charm Animal
SS
Spell C
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.
Sea Caves Card 2:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Sea Caves Card 3:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Sea Caves Card 4:
Shinobi Shozoku
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.

Sea Caves Card 5:
Nirmathas Longbow
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.

Sea Caves Card 6:
Uthiggmaru
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
Sea Caves Card 7:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Sea Caves Card 8:
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.
Sea Caves Card 9:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 10:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #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
Fog Bank Card 1:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Fog Bank Card 2:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Fog Bank Card 3:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Fog Bank Card 4:
Ormandar
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.
Fog Bank Card 5:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Fog Bank Card 6:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Fog Bank Card 7:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Fog Bank Card 8:
Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 9:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Fog Bank Card 10:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

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
Riptide Cove Card 1:
Topaz of Strength
SS
Item B
Traits:
Object
Magic
To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Riptide Cove Card 2:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Riptide Cove Card 3:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Riptide Cove Card 4:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Riptide Cove Card 5:
Daji
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.

Riptide Cove Card 6:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Riptide Cove Card 7:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Riptide Cove Card 8:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Riptide Cove Card 9:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Riptide Cove Card 10:
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.

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
Mancatcher Cove Card 1:
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Mancatcher Cove Card 2:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Mancatcher Cove Card 3:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Mancatcher Cove Card 4:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Mancatcher Cove Card 5:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Mancatcher Cove Card 6:
Shoanti Earthbreaker
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.
Mancatcher Cove Card 7:
Treasure Hunt
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Mancatcher Cove Card 8:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Mancatcher Cove Card 9:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Mancatcher Cove Card 10:
Conchobhar Turlach Shortstone
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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
Coastline Card 1:
The Ancient Mariner
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.
Coastline Card 2:
Goblin Buckler Gun
SS
Armor P
Traits:
Shield
Firearm
To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Coastline Card 3:
Old Salt
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Coastline Card 4:
Besmara's Bones
SS
Item 2
Traits:
Tool
Swashbuckling
Besmara
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
Coastline Card 5:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Coastline Card 6:
Frost Giant's Sword +1
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.

Coastline Card 7:
Rogue Eidolon
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.

Coastline Card 8:
Paladin Helm
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
Raker Shoals Card 1 (Temple Sword +1):
Temple Sword +1
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.
Raker Shoals Card 2:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Raker Shoals Card 3:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Raker Shoals Card 4:
Instant Armor
SS
Spell C
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Raker Shoals Card 5:
Ruby of Charisma
SS
Item B
Traits:
Object
Magic
To Acquire:
Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Raker Shoals Card 6:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Raker Shoals Card 7:
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.
Raker Shoals Card 8:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Raker Shoals Card 9:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Raker Shoals Card 10:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.


Deck Handler

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.

Flenta wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Blessing of Cayden Cailean, Blessing of Gorum, Blessing of the Gods, Instant Armor, Temple Sword +1,
Buried Pile:

Skills and Powers:
SKILLS
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


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

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

Roll Details:

Survival - 1d8+2

Arcane Staff:

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

Roll Details:

Charisma - 1d6

Discard Eries Yelloweyes to explore again

Jalhazar's Curse:

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

Roll Details:

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


Deck Handler

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

Telessel wrote:

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

Deck, Discard, Buried:

Reloaded:
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: The Cyclone, Elk, Prayer, Blessing of Gozreh,
Buried Pile:

Skills and Powers:
SKILLS
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


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

Forgot to update hand

"

Crimsi wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Eries Yelloweyes, The Carnival,
Buried Pile:

Skills and Powers:
SKILLS
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) .

"


Deck Handler

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.

Lini wrote:

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.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aspect of the Hawk, Cloud Puff, Angelstep, Fireblade, Reed Moccasin, Droogami, Shock Lizard
Recharged: Crow,
Discard Pile: Blessing of Chaldira Zuzaristan, Fire Gecko, Blessing of the Green Faith 2,
Buried Pile:

Skills and Powers:
SKILLS
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


Rage drawn for Flenta

Rage:

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


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

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.

Siwar wrote:

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 local

Totem 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)

Deck, Discard, Buried:

Reloaded:
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: Fly, Rotgut,
Buried Pile: Charm Animal , Wand of Flying,

Skills and Powers:
SKILLS
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


During This Adventure:

During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher

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

Uthiggmaru:

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

Ormandar:

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.

Jalhazar's Curse:

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.

The Ancient Mariner:

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

Blackwater Charda:

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.

Riptide Grindylow:

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.

Sea Devil:

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

Scenario Level (#): 3

Turn: 8, Flenta/Hawkmoon

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Veteran's Longspear
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.


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

Spoiler:
Dawnflower's Petal
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.


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

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

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

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

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

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

Spoiler:
Paladin Helm
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.


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

Spoiler:
O-Yoroi
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.


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

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

Spoiler:
Token of Remembrance
SS
Item B
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Spoiler:
Spyglass
SS
Item B
Traits:
Object
To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Spoiler:
Bag of Sticks
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.


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

Spoiler:
Mogmurch
SS
Ally P
Traits:
Goblin
Alchemist
To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song


Spoiler:
Biter
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


Spoiler:
Rosie Cusswell
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 22

Hourglass

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

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

Sea Caves Card 1:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Sea Caves Card 2:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Sea Caves Card 3:
Shinobi Shozoku
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.

Sea Caves Card 4:
Nirmathas Longbow
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.

Sea Caves Card 5:
Uthiggmaru
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
Sea Caves Card 6:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Sea Caves Card 7:
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.
Sea Caves Card 8:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 9:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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
Fog Bank Card 1:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Fog Bank Card 2:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Fog Bank Card 3:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Fog Bank Card 4:
Ormandar
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.
Fog Bank Card 5:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Fog Bank Card 6:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Fog Bank Card 7:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Fog Bank Card 8:
Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 9:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Fog Bank Card 10:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

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
Riptide Cove Card 1 (Topaz of Strength):
Topaz of Strength
SS
Item B
Traits:
Object
Magic
To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Riptide Cove Card 2:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Riptide Cove Card 3:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Riptide Cove Card 4:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Riptide Cove Card 5:
Daji
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.

Riptide Cove Card 6:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Riptide Cove Card 7:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Riptide Cove Card 8:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Riptide Cove Card 9:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Riptide Cove Card 10:
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.

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
Mancatcher Cove Card 1 (Shipwreck):
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Mancatcher Cove Card 2:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Mancatcher Cove Card 3:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Mancatcher Cove Card 4:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Mancatcher Cove Card 5:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Mancatcher Cove Card 6:
Shoanti Earthbreaker
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.
Mancatcher Cove Card 7:
Treasure Hunt
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Mancatcher Cove Card 8:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Mancatcher Cove Card 9:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Mancatcher Cove Card 10:
Conchobhar Turlach Shortstone
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

Raker Shoals Card 1 (Shark Skin Armor):
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Raker Shoals Card 2:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Raker Shoals Card 3:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Raker Shoals Card 4:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.


Deck Handler

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:

Flenta wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Blessing of Cayden Cailean, Blessing of Gorum, Blessing of the Gods, Instant Armor, Temple Sword +1,
Buried Pile:

Skills and Powers:
SKILLS
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

Flenta wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Blessing of Cayden Cailean, Blessing of Gorum, Blessing of the Gods, Instant Armor, Standard Bearer,
Buried Pile: Buccaneer's Breastplate, Temple Sword +1,

Skills and Powers:
SKILLS
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


Another Random Spell for Flenta

Instant Armor:

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

During This Adventure:

During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher

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

Uthiggmaru:

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

Ormandar:

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.

Jalhazar's Curse:

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.

The Ancient Mariner:

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

Blackwater Charda:

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.

Riptide Grindylow:

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.

Sea Devil:

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

Scenario Level (#): 3

Turn: 9, Crimsi/Gimry

Random Cards:

Monsters
Spoiler:
Owlbeartross
SS
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.

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

Spoiler:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

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

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

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

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

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

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

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

Weapons
Spoiler:
Elven Scimitar
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.


Spoiler:
Zul
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

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

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

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

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

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

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

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

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

Armors
Spoiler:
O-Yoroi
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.


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

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

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

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

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

Spoiler:
Tot Flask
SS
Item 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.

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

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

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

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

Spoiler:
Rosie Cusswell
SS
Ally 1
Traits:
Halfling
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

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

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

Current Hour:

Blessing of Kelizandri:
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.

Hours Remaining: 21

Hourglass

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

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

Sea Caves Card 1:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Sea Caves Card 2:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Sea Caves Card 3:
Shinobi Shozoku
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.

Sea Caves Card 4:
Nirmathas Longbow
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.

Sea Caves Card 5:
Uthiggmaru
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
Sea Caves Card 6:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Sea Caves Card 7:
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.
Sea Caves Card 8:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 9:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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
Fog Bank Card 1:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Fog Bank Card 2:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Fog Bank Card 3:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Fog Bank Card 4:
Ormandar
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.
Fog Bank Card 5:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Fog Bank Card 6:
Marine
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Fog Bank Card 7:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Fog Bank Card 8:
Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 9:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Fog Bank Card 10:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

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
Riptide Cove Card 1 (Topaz of Strength):
Topaz of Strength
SS
Item B
Traits:
Object
Magic
To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Riptide Cove Card 2:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Riptide Cove Card 3:
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Riptide Cove Card 4:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Riptide Cove Card 5:
Daji
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.

Riptide Cove Card 6:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Riptide Cove Card 7:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Riptide Cove Card 8:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Riptide Cove Card 9:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Riptide Cove Card 10:
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.

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
Mancatcher Cove Card 1 (Shipwreck):
Shipwreck
SS
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Mancatcher Cove Card 2:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Mancatcher Cove Card 3:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Mancatcher Cove Card 4:
Icy Boarding Pike +1
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Mancatcher Cove Card 5:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Mancatcher Cove Card 6:
Shoanti Earthbreaker
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.
Mancatcher Cove Card 7:
Treasure Hunt
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Mancatcher Cove Card 8:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Mancatcher Cove Card 9:
Tot Flask
SS
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Mancatcher Cove Card 10:
Conchobhar Turlach Shortstone
SS
Ally 1
Traits:
Gnome
Bard
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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


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

Off turn, discard Totem Necklace. Reload Priest of Pharasma and recharge Safe Harbor

Siwar wrote:

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)

Deck, Discard, Buried:

Reloaded: Priest of Pharasma,
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: Fly, Rotgut, Totem Necklace,
Buried Pile: Charm Animal , Wand of Flying,

Skills and Powers:
SKILLS
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.


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

"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

Pirate Entertainments:

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

Ranged 10(7+3): 1d10 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9

Roll Details:

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

Blessing of Erastil:

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

Dexterity 4: 1d10 + 2 ⇒ (4) + 2 = 6

Roll Details:

Dexterity - 1d10+2

SoT Examine Location: 1d4 ⇒ 2 -> Fog Bank. Sea Hag. However, location power now gets shuffled.

"

Crimsi wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Crimson Cogward,
Buried Pile:

Skills and Powers:
SKILLS
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


Deck Handler

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!

Telessel wrote:

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

Deck, Discard, Buried:

Reloaded:
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: The Cyclone, Elk, Prayer, Blessing of Gozreh, Wendifisa Spear,
Buried Pile: Periscope,

Skills and Powers:
SKILLS
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


Deck Handler

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.

Lini wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Cure, Obscure,
Buried Pile:

Skills and Powers:
SKILLS
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


Deck Handler

SoT: Survival 5: 1d10 + 3 ⇒ (3) + 3 = 6


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

Survival 5: 1d8 + 2 ⇒ (4) + 2 = 6

Roll Details:

Survival - 1d8+2


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

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.

Siwar wrote:

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)

Deck, Discard, Buried:

Reloaded:
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: Fly, Rotgut, Totem Necklace, Cleric of Nethys,
Buried Pile: Charm Animal , Wand of Flying,

Skills and Powers:
SKILLS
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
Mancatcher Cove CLOSED
Coastline CLOSED
Flenta - Raker Shoals CLOSED


During This Adventure:

During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher

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

Uthiggmaru:

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

Ormandar:

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.

Jalhazar's Curse:

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.

The Ancient Mariner:

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

Blackwater Charda:

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.

Riptide Grindylow:

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.

Sea Devil:

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

Scenario Level (#): 3

Turn: 13, Flenta/Hawkmoon

Random Cards:

Monsters
Spoiler:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

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

Spoiler:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

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

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

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

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

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

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

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

Weapons
Spoiler:
Alkenstar Pistol
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.

Spoiler:
Bloodcrow Rapier
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.


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Joseph "Jack" Scrimshaw
SS
Ally C
Traits:
Human
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Crimsi/Gimry:
Spoiler:
Hourglass Card 1 Crimsi/Gimry
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Telessel/Iceman91:
Spoiler:
Hourglass Card 2 Telessel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Lini/Noasarc:
Spoiler:
Hourglass Card 3 Lini/Noasarc
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Siwar/NathanDavis:
Spoiler:
Hourglass Card 4 Siwar/NathanDavis
Blessing of Achaekek
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 5 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Crimsi/Gimry:
Spoiler:
Hourglass Card 6 Crimsi/Gimry
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.
Hourglass Card 7 Telessel/Iceman91:
Spoiler:
Hourglass Card 7 Telessel/Iceman91
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Lini/Noasarc:
Spoiler:
Hourglass Card 8 Lini/Noasarc
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 9 Siwar/NathanDavis:
Spoiler:
Hourglass Card 9 Siwar/NathanDavis
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 10 Flenta/Hawkmoon
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Crimsi/Gimry:
Spoiler:
Hourglass Card 11 Crimsi/Gimry
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Telessel/Iceman91:
Spoiler:
Hourglass Card 12 Telessel/Iceman91
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.
Hourglass Card 13 Lini/Noasarc:
Spoiler:
Hourglass Card 13 Lini/Noasarc
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.
Hourglass Card 14 Siwar/NathanDavis:
Spoiler:
Hourglass Card 14 Siwar/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 15 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 15 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Crimsi/Gimry:
Spoiler:
Hourglass Card 16 Crimsi/Gimry
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.
Hourglass Card 17 Telessel/Iceman91:
Spoiler:
Hourglass Card 17 Telessel/Iceman91
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Sea Caves Card 1:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Sea Caves Card 2:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Sea Caves Card 3:
Shinobi Shozoku
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.

Sea Caves Card 4:
Nirmathas Longbow
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.

Sea Caves Card 5:
Uthiggmaru
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
Sea Caves Card 6:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Sea Caves Card 7:
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.
Sea Caves Card 8:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 9:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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
Fog Bank Card 1:
Manticore
SS
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Fog Bank Card 2:
Sea Hag
SS
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Fog Bank Card 3:
Ormandar
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.
Fog Bank Card 4:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Fog Bank Card 5:
Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 6:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Fog Bank Card 7:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

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
Riptide Cove Card 1 (Shipwreck):
Shipwreck
SS
Henchman C
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Riptide Cove Card 2 (Blood Hag):
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Riptide Cove Card 3:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Riptide Cove Card 4:
Daji
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.

Riptide Cove Card 5:
Dead Man's Chest
SS
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Riptide Cove Card 6:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Riptide Cove Card 7:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Riptide Cove Card 8:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Riptide Cove Card 9:
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.

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


Deck Handler

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.

Flenta wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Blessing of Cayden Cailean, Blessing of Gorum, Blessing of the Gods, Buccaneer's Breastplate, Old Salt,
Buried Pile: Temple Sword +1, Instant Armor,

Skills and Powers:
SKILLS
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


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

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

Manticore:

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

Maticore shoots at (Cr, T, L, Si, F): 1d5 ⇒ 4 => SIWAR!

Combat 12: 1d10 + 3 + 1d8 + 2 + 1d6 ⇒ (5) + 3 + (6) + 2 + (3) = 19

Roll Details:

Combat(Ranged) - 1d10+3
Seeking Longbow - 1d8+2
Bow Master - 1d6

Discard Sergent At Arms to explore

Sea Hag:

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

Ignore BYA

Combat 11: 1d10 + 3 + 1d8 + 2 + 1d6 + 1d4 ⇒ (5) + 3 + (2) + 2 + (5) + (3) = 20

Roll Details:

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

"

Crimsi wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Crimson Cogward, Sergeant-at-arms,
Buried Pile:

Skills and Powers:
SKILLS
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


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

Off turn: Reload Priest of Pharasma
Ranged Combat Damage: 1d4 + 1 ⇒ (1) + 1 = 2 Discard Bound Elemental and Pharasma's Knowing 2


During This Adventure:

During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher

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

Uthiggmaru:

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

Ormandar:

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.

Jalhazar's Curse:

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.

The Ancient Mariner:

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

Blackwater Charda:

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.

Riptide Grindylow:

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.

Sea Devil:

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

Scenario Level (#): 3

Turn: 15, Telessel/Iceman91

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Frost Giant's Sword +1
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.


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

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

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

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

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

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

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

Armors
Spoiler:
Paladin Helm
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.


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

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

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

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

Items
Spoiler:
Iron Knuckles
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.


Spoiler:
Alchemy Lab
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.

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

Spoiler:
Arcane Robes
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.

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

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

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

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

Spoiler:
Joseph "Jack" Scrimshaw
SS
Ally C
Traits:
Human
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Noasarc:
Spoiler:
Hourglass Card 1 Lini/Noasarc
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Siwar/NathanDavis:
Spoiler:
Hourglass Card 2 Siwar/NathanDavis
Blessing of Achaekek
SS
Blessing C
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 3 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Crimsi/Gimry:
Spoiler:
Hourglass Card 4 Crimsi/Gimry
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.
Hourglass Card 5 Telessel/Iceman91:
Spoiler:
Hourglass Card 5 Telessel/Iceman91
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Lini/Noasarc:
Spoiler:
Hourglass Card 6 Lini/Noasarc
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Siwar/NathanDavis:
Spoiler:
Hourglass Card 7 Siwar/NathanDavis
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 8 Flenta/Hawkmoon
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Crimsi/Gimry:
Spoiler:
Hourglass Card 9 Crimsi/Gimry
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Telessel/Iceman91:
Spoiler:
Hourglass Card 10 Telessel/Iceman91
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.
Hourglass Card 11 Lini/Noasarc:
Spoiler:
Hourglass Card 11 Lini/Noasarc
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.
Hourglass Card 12 Siwar/NathanDavis:
Spoiler:
Hourglass Card 12 Siwar/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 13 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 13 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Crimsi/Gimry:
Spoiler:
Hourglass Card 14 Crimsi/Gimry
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.
Hourglass Card 15 Telessel/Iceman91:
Spoiler:
Hourglass Card 15 Telessel/Iceman91
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Sea Caves Card 1:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Sea Caves Card 2:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Sea Caves Card 3:
Shinobi Shozoku
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.

Sea Caves Card 4:
Nirmathas Longbow
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.

Sea Caves Card 5:
Uthiggmaru
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
Sea Caves Card 6:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Sea Caves Card 7:
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.
Sea Caves Card 8:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 9:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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,
Fog Bank Card 1:
Ormandar
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.
Fog Bank Card 2:
Dimension Leap
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Fog Bank Card 3:
Wall of Fire
SS
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Fog Bank Card 4:
Drowning Spikes Trap
SS
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Fog Bank Card 5:
Storm
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

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
Riptide Cove Card 1:
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.
Riptide Cove Card 2:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Riptide Cove Card 3:
Daji
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.

Riptide Cove Card 4:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

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


Deck Handler

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

Telessel wrote:

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Shining Wayfinder, Blessing of the Ancients 2, Animalbane Crossbow +2, Desna's Star, Frost Longbow,
Discard Pile: The Cyclone, Elk, Prayer, Blessing of Gozreh, Wendifisa Spear, Blessing of the Elements, Yelthian,
Buried Pile: Periscope,

Skills and Powers:
SKILLS
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.


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

"Shark Hunt with Mrs. T. Hoo HAh HAh!"

Combat 12(9+3): 1d10 + 3 + 1d8 + 2 + 1d6 ⇒ (2) + 3 + (1) + 2 + (6) = 14

Roll Details:

Combat(Ranged) - 1d10+3
Seeking Longbow - 1d8+2
Bow Master - 1d6


Deck Handler

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.

Lini wrote:

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.

Deck, Discard, Buried:

Reloaded:
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: Cure, Obscure, Bestial Rags, Shock Lizard,
Buried Pile:

Skills and Powers:
SKILLS
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.


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

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!

Siwar wrote:

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)

Deck, Discard, Buried:

Reloaded:
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: Fly, Rotgut, Totem Necklace, Cleric of Nethys, Bound Elemental, Pharasma's Knowing 2,
Buried Pile: Charm Animal , Wand of Flying,

Skills and Powers:
SKILLS
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 - Fog Bank CLOSED
Flenta - Riptide Cove CLOSED 1-4 remain // Trident +2, Daji, Shark Skin Armor, Cut-Throat Grok
Mancatcher Cove CLOSED
Coastline CLOSED
Raker Shoals CLOSED


During This Adventure:

During This Scenario: During This Scenario:
Our ship is Class 2 or lower: Thresher

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

Uthiggmaru:

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

Ormandar:

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.

Jalhazar's Curse:

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.

The Ancient Mariner:

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

Blackwater Charda:

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.

Riptide Grindylow:

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.

Sea Devil:

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

Scenario Level (#): 3

Turn: 18, Flenta/Hawkmoon

Random Cards:

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

Spoiler:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

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

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

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

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

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

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

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

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

Weapons
Spoiler:
Veteran's Longspear
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.


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

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

Spoiler:
Frost Giant's Sword +1
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.


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

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

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

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

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

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

Spoiler:
Paladin Helm
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.


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

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

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

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

Spoiler:
Footpad's Boots
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.


Spoiler:
Iron Knuckles
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.


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

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

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

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

Spoiler:
Biter
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


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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Crimsi/Gimry:
Spoiler:
Hourglass Card 1 Crimsi/Gimry
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.
Hourglass Card 2 Telessel/Iceman91:
Spoiler:
Hourglass Card 2 Telessel/Iceman91
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Lini/Noasarc:
Spoiler:
Hourglass Card 3 Lini/Noasarc
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Siwar/NathanDavis:
Spoiler:
Hourglass Card 4 Siwar/NathanDavis
Blessing of Pharasma
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 5 Flenta/Hawkmoon
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Crimsi/Gimry:
Spoiler:
Hourglass Card 6 Crimsi/Gimry
Blessing of Abadar
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Telessel/Iceman91:
Spoiler:
Hourglass Card 7 Telessel/Iceman91
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.
Hourglass Card 8 Lini/Noasarc:
Spoiler:
Hourglass Card 8 Lini/Noasarc
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.
Hourglass Card 9 Siwar/NathanDavis:
Spoiler:
Hourglass Card 9 Siwar/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 10 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 10 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 11 Crimsi/Gimry:
Spoiler:
Hourglass Card 11 Crimsi/Gimry
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.
Hourglass Card 12 Telessel/Iceman91:
Spoiler:
Hourglass Card 12 Telessel/Iceman91
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Sea Caves Card 1:
Shackled Sorcerer
SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Sea Caves Card 2:
Shinobi Shozoku
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.

Sea Caves Card 3:
Nirmathas Longbow
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.

Sea Caves Card 4:
Uthiggmaru
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
Sea Caves Card 5:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Sea Caves Card 6:
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.
Sea Caves Card 7:
Barefoot Samms Toppin
SS
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Sea Caves Card 8:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Riptide Cove Card 1:
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.
Riptide Cove Card 2:
Shark Skin Armor
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Riptide Cove Card 3:
Daji
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.

Riptide Cove Card 4:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

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

Plunder Pile Card 1:
O-Yoroi
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.


Deck Handler

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.

Flenta wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Blessing of Cayden Cailean, Blessing of Gorum, Blessing of the Gods, Buccaneer's Breastplate, Daji,
Buried Pile: Temple Sword +1, Instant Armor, Royster McCleagh,

Skills and Powers:
SKILLS
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


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

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

Shackled Sorcerer:

SS
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.

Elixer reduces Fire Damage by 1

Combat 11: 1d10 + 3 + 1d8 + 2 + 1d6 ⇒ (2) + 3 + (6) + 2 + (4) = 17

Roll Details:

Combat(Ranged) - 1d10+3
Seeking Longbow - 1d8+2
Bow Master - 1d6

AYA - Hoping someone can take 1 Structure Damage

"

Crimsi wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Crimson Cogward, Sergeant-at-arms, Flaming Shortbow,
Buried Pile:

Skills and Powers:
SKILLS
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


Deck Handler

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.


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


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...


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

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

The Eel:

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

Zarskia Galembar:

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

Cyclops Savage:

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.

Cryptic Runes:

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.


During This Adventure:

During This Scenario: During This Scenario:
Our ship is Class 3 or lower: Kraken

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

The Eel:

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

Zarskia Galembar:

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

Cyclops Savage:

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.

Cryptic Runes:

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.

Cyclops Oracle:

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.

Rampaging Triceratops:

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.

Gholdako:

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

Scenario Level (#): 4

Turn: 1, Lini/Noasarc

Random Cards:

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

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

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

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

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

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

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

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

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

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

Weapons
Spoiler:
Temple Sword +1
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.

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

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

Spoiler:
Dawnflower's Petal
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.


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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Bag of Sticks
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.


Spoiler:
Silver Flute
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.


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

Spoiler:
Crystal of Healing Hands
SS
Item 3
Traits:
Accessory
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

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

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

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

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

Spoiler:
Mase Darimar
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

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

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

Current Hour:

Blessing of Zogmugot:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Siwar/NathanDavis:
Spoiler:
Hourglass Card 1 Siwar/NathanDavis
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 2 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Crimsi/Gimry:
Spoiler:
Hourglass Card 3 Crimsi/Gimry
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Telessel/Iceman91:
Spoiler:
Hourglass Card 4 Telessel/Iceman91
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.

Hourglass Card 5 Lini/Noasarc:
Spoiler:
Hourglass Card 5 Lini/Noasarc
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Siwar/NathanDavis:
Spoiler:
Hourglass Card 6 Siwar/NathanDavis
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 7 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 8 Crimsi/Gimry:
Spoiler:
Hourglass Card 8 Crimsi/Gimry
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.
Hourglass Card 9 Telessel/Iceman91:
Spoiler:
Hourglass Card 9 Telessel/Iceman91
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Lini/Noasarc:
Spoiler:
Hourglass Card 10 Lini/Noasarc
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Siwar/NathanDavis:
Spoiler:
Hourglass Card 11 Siwar/NathanDavis
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 12 Flenta/Hawkmoon
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Crimsi/Gimry:
Spoiler:
Hourglass Card 13 Crimsi/Gimry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 14 Telessel/Iceman91:
Spoiler:
Hourglass Card 14 Telessel/Iceman91
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Lini/Noasarc:
Spoiler:
Hourglass Card 15 Lini/Noasarc
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Siwar/NathanDavis:
Spoiler:
Hourglass Card 16 Siwar/NathanDavis
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 17 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Crimsi/Gimry:
Spoiler:
Hourglass Card 18 Crimsi/Gimry
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Telessel/Iceman91:
Spoiler:
Hourglass Card 19 Telessel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Lini/Noasarc:
Spoiler:
Hourglass Card 20 Lini/Noasarc
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 21 Siwar/NathanDavis:
Spoiler:
Hourglass Card 21 Siwar/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 22 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 22 Flenta/Hawkmoon
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Crimsi/Gimry:
Spoiler:
Hourglass Card 23 Crimsi/Gimry
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Telessel/Iceman91:
Spoiler:
Hourglass Card 24 Telessel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 25 Lini/Noasarc:
Spoiler:
Hourglass Card 25 Lini/Noasarc
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Siwar/NathanDavis:
Spoiler:
Hourglass Card 26 Siwar/NathanDavis
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 27 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 27 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 28 Crimsi/Gimry:
Spoiler:
Hourglass Card 28 Crimsi/Gimry
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 29 Telessel/Iceman91:
Spoiler:
Hourglass Card 29 Telessel/Iceman91
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

Teleportation Chamber Card 1:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Teleportation Chamber Card 2:
Potion of Heroism
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.
Teleportation Chamber Card 3:
Nirento
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
Teleportation Chamber Card 4:
Leryn
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.

Teleportation Chamber Card 5:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Teleportation Chamber Card 6:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Teleportation Chamber Card 7:
Cyclops Savage
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.
Teleportation Chamber Card 8:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Teleportation Chamber Card 9:
Telekinesis
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
Teleportation Chamber Card 10:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

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
Jungle Card 1:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Jungle Card 2:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Jungle Card 3:
Pirate Guard
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Jungle Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Jungle Card 5:
Cyclops Savage
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.
Jungle Card 6:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Jungle Card 7:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Jungle Card 8:
Potion of Heroism
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.
Jungle Card 9:
Slip
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Jungle Card 10:
Footpad's Boots
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
Great Stone Bridge Card 1:
Cyclops Savage
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.
Great Stone Bridge Card 2:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Great Stone Bridge Card 3:
Treasure Hunt
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Great Stone Bridge Card 4:
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.
Great Stone Bridge Card 5:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Great Stone Bridge Card 6:
Elven Scimitar
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.

Great Stone Bridge Card 7:
Dire Shark
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Great Stone Bridge Card 8:
Net of Snaring
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
Great Stone Bridge Card 9:
Animalbane Dagger +1
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
Great Stone Bridge Card 10:
Sandara Quinn
SS
Ally 1
Traits:
Human
Cleric
Pirate
To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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
Eye of Serenity Card 1:
Zarskia Galembar
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
Eye of Serenity Card 2:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Eye of Serenity Card 3:
Pirate Guard
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Eye of Serenity Card 4:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Eye of Serenity Card 5:
Ambrose "Fishguts" Kroop
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Eye of Serenity Card 6:
Divine Fortune
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
Eye of Serenity Card 7:
Arcane Staff
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.
Eye of Serenity Card 8:
Jellyfish Swarm
SS
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Eye of Serenity Card 9:
Skeleton Crew
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Eye of Serenity Card 10:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

Location #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
Dinosaur Corral Card 1:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Dinosaur Corral Card 2:
Cyclops Savage
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.
Dinosaur Corral Card 3:
Seer's Headdress
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.

Dinosaur Corral Card 4:
Werecrocodile
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Dinosaur Corral Card 5:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Dinosaur Corral Card 6:
Avimar Sorrinash
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Dinosaur Corral Card 7:
Cannonade
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Dinosaur Corral Card 8:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Dinosaur Corral Card 9:
Sword Cane Pistol +2
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Dinosaur Corral Card 10:
Giant Spyglass Octopus
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

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
Hall of Champions Card 1:
Navigator Musket +1
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
Hall of Champions Card 2:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Hall of Champions Card 3:
Veteran's Longspear
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.

Hall of Champions Card 4:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Hall of Champions Card 5:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Hall of Champions Card 6:
Alkenstar Pistol
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.
Hall of Champions Card 7:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 8:
Brine Dragonhide Breastplate
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.
Hall of Champions Card 9:
Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Hall of Champions Card 10:
The Eel
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
Ruined Amphitheater Card 1:
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Ruined Amphitheater Card 2:
O-Yoroi
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.

Ruined Amphitheater Card 3:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Ruined Amphitheater Card 4:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Ruined Amphitheater Card 5:
Cyclops Savage
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.
Ruined Amphitheater Card 6:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Ruined Amphitheater Card 7:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ruined Amphitheater Card 8:
Occularium Vestments
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.
Ruined Amphitheater Card 9:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Ruined Amphitheater Card 10:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

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


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

Starting with Lini

Loot: Farglass replaces Flame Staff

Siwar wrote:

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)

Deck, Discard, Buried:

Reloaded:
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:

Skills and Powers:
SKILLS
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.


Deck Handler

Starting at Dinosaur Corral!

Lini wrote:

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

Deck, Discard, Buried:

Reloaded:
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:

Skills and Powers:
SKILLS
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.


Deck Handler

Start at Hall of Champions

Loot: swap Frost Longbow for Vindictive Harpoon

Telessel wrote:

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

Deck, Discard, Buried:

Reloaded:
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:

Skills and Powers:
SKILLS
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.


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

Start at Ruined Amphitheater

"

Crimsi wrote:

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

Deck, Discard, Buried:

Reloaded:
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:

Skills and Powers:
SKILLS
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) .

"


Deck Handler

Dinosaur Corral to start

Flenta wrote:

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

Deck, Discard, Buried:

Reloaded:
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:

Skills and Powers:
SKILLS
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.


Deck Handler

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!

Lini wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Stone Axe +1,
Buried Pile:

Skills and Powers:
SKILLS
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


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

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.

Siwar wrote:

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)

Deck, Discard, Buried:

Reloaded:
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: Wand of Flying,

Skills and Powers:
SKILLS
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


During This Adventure:

During This Scenario: During This Scenario:
Our ship is Class 3 or lower: Kraken

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

The Eel:

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

Zarskia Galembar:

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

Cyclops Savage:

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.

Cryptic Runes:

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.

Cyclops Oracle:

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.

Rampaging Triceratops:

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.

Gholdako:

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

Scenario Level (#): 4

Turn: 3, Flenta/Hawkmoon

Random Cards:

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

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

Spoiler:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

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

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

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

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

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

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

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

Weapons
Spoiler:
Zul
SS
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Paladin Helm
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.


Spoiler:
Shinobi Shozoku
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.


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

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

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

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

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

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

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

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

Spoiler:
Ambrose "Fishguts" Kroop
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

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

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

Spoiler:
Blessing of 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.

Current Hour:

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

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Crimsi/Gimry:
Spoiler:
Hourglass Card 1 Crimsi/Gimry
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Telessel/Iceman91:
Spoiler:
Hourglass Card 2 Telessel/Iceman91
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.

Hourglass Card 3 Lini/Noasarc:
Spoiler:
Hourglass Card 3 Lini/Noasarc
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Siwar/NathanDavis:
Spoiler:
Hourglass Card 4 Siwar/NathanDavis
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 5 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 6 Crimsi/Gimry:
Spoiler:
Hourglass Card 6 Crimsi/Gimry
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.
Hourglass Card 7 Telessel/Iceman91:
Spoiler:
Hourglass Card 7 Telessel/Iceman91
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Lini/Noasarc:
Spoiler:
Hourglass Card 8 Lini/Noasarc
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Siwar/NathanDavis:
Spoiler:
Hourglass Card 9 Siwar/NathanDavis
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 10 Flenta/Hawkmoon
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Crimsi/Gimry:
Spoiler:
Hourglass Card 11 Crimsi/Gimry
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 12 Telessel/Iceman91:
Spoiler:
Hourglass Card 12 Telessel/Iceman91
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Lini/Noasarc:
Spoiler:
Hourglass Card 13 Lini/Noasarc
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Siwar/NathanDavis:
Spoiler:
Hourglass Card 14 Siwar/NathanDavis
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 15 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 16 Crimsi/Gimry:
Spoiler:
Hourglass Card 16 Crimsi/Gimry
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Telessel/Iceman91:
Spoiler:
Hourglass Card 17 Telessel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 18 Lini/Noasarc:
Spoiler:
Hourglass Card 18 Lini/Noasarc
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 19 Siwar/NathanDavis:
Spoiler:
Hourglass Card 19 Siwar/NathanDavis
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 20 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 20 Flenta/Hawkmoon
Blessing of Kelizandri
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Crimsi/Gimry:
Spoiler:
Hourglass Card 21 Crimsi/Gimry
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Telessel/Iceman91:
Spoiler:
Hourglass Card 22 Telessel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 23 Lini/Noasarc:
Spoiler:
Hourglass Card 23 Lini/Noasarc
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Siwar/NathanDavis:
Spoiler:
Hourglass Card 24 Siwar/NathanDavis
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 25 Flenta/Hawkmoon
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 26 Crimsi/Gimry:
Spoiler:
Hourglass Card 26 Crimsi/Gimry
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 27 Telessel/Iceman91:
Spoiler:
Hourglass Card 27 Telessel/Iceman91
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

Teleportation Chamber Card 1:
Port Peril Corsair
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Teleportation Chamber Card 2:
Potion of Heroism
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.
Teleportation Chamber Card 3:
Nirento
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
Teleportation Chamber Card 4:
Leryn
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.

Teleportation Chamber Card 5:
Mercenary
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Teleportation Chamber Card 6:
Obscure
SS
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Teleportation Chamber Card 7:
Cyclops Savage
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.
Teleportation Chamber Card 8:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Teleportation Chamber Card 9:
Telekinesis
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
Teleportation Chamber Card 10:
Resist Energy
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

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
Jungle Card 1:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Jungle Card 2:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Jungle Card 3:
Pirate Guard
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Jungle Card 4:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Jungle Card 5:
Cyclops Savage
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.
Jungle Card 6:
Large Chest
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Jungle Card 7:
Sea Scourge
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Jungle Card 8:
Potion of Heroism
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.
Jungle Card 9:
Slip
SS
Ally 3
Traits:
Halfling
Spy
To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Jungle Card 10:
Footpad's Boots
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
Great Stone Bridge Card 1 (Cyclops Savage):
Cyclops Savage
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.
Great Stone Bridge Card 2:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Great Stone Bridge Card 3:
Treasure Hunt
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Great Stone Bridge Card 4:
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.
Great Stone Bridge Card 5:
Will-o'-Wisp
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
Great Stone Bridge Card 6:
Elven Scimitar
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.

Great Stone Bridge Card 7:
Dire Shark
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Great Stone Bridge Card 8:
Net of Snaring
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
Great Stone Bridge Card 9:
Animalbane Dagger +1
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
Great Stone Bridge Card 10:
Sandara Quinn
SS
Ally 1
Traits:
Human
Cleric
Pirate
To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

Hall of Champions Card 1:
Navigator Musket +1
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
Hall of Champions Card 2:
Benevolent Buckler
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Hall of Champions Card 3:
Veteran's Longspear
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.

Hall of Champions Card 4:
Giant Jellyfish
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Hall of Champions Card 5:
Pirate Captain
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Hall of Champions Card 6:
Alkenstar Pistol
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.
Hall of Champions Card 7:
Besmaran Vestments
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hall of Champions Card 8:
Brine Dragonhide Breastplate
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.
Hall of Champions Card 9:
Saltbox
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Hall of Champions Card 10:
The Eel
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
Ruined Amphitheater Card 1 (Shackles Pirate):
Shackles Pirate
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Ruined Amphitheater Card 2:
O-Yoroi
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.

Ruined Amphitheater Card 3:
Barroom Brawl
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Ruined Amphitheater Card 4:
Skeleton Anchor
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Ruined Amphitheater Card 5:
Cyclops Savage
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.
Ruined Amphitheater Card 6:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Ruined Amphitheater Card 7:
Royster McCleagh
SS
Ally 2
Traits:
Human
Fighter
Pirate
To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ruined Amphitheater Card 8:
Occularium Vestments
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.
Ruined Amphitheater Card 9:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Ruined Amphitheater Card 10:
Rage
SS
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

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


Deck Handler

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.

Flenta wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Korvosan House Drake, Standard Bearer,
Buried Pile:

Skills and Powers:
SKILLS
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


Discarded my blessing instead of Telessel's. New hand

Siwar wrote:

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)

Deck, Discard, Buried:

Reloaded:
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: Pharasma's Knowing 2,
Buried Pile: Wand of Flying,

Skills and Powers:
SKILLS
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.


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

========================
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:

  • When you encounter a card that has the Alchemical or Alchemist trait, before you act, summon and encounter the henchman Cryptic Runes.

    SoT Examine Location: 1d5 ⇒ 2 -> Jungle - Corlan

    "Gholdako is BAD! Very BAD!"

    SoT Dexterity 8: 1d10 + 2 + 1d10 ⇒ (3) + 2 + (3) = 8

    Roll Details:

    Dexterity - 1d10+2
    Blessed - 1d10

    Use my Carnival to bless, so flip a 3 to an 8

    Shackles Pirate:

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

    Combat 13(9+4): 1d10 + 3 + 1d10 + 2 + 1d6 ⇒ (3) + 3 + (4) + 2 + (5) = 17

    Roll Details:

    Combat(Ranged) - 1d10+3
    Animalbane Crossbow +2 - 1d10+2
    Bow Master - 1d6

    Discard Rogue Ape to explore again

    O-Yoroi:

    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

    Roll Details:

    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."

    "

    Crimsi wrote:

    [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
  • Deck, Discard, Buried:

    Reloaded:
    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: The Carnival, Rogue Ape,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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


  • Deck Handler

    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.

    Telessel wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Compass, Blessing of Gozreh,
    Buried Pile: Skeleton Anchor, Red Mantis Mask,

    Skills and Powers:
    SKILLS
    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


    Deck Handler

    Random spell I drew from my pool are Blade Lash and Unerring Weapon.

    Flenta wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Korvosan House Drake, Standard Bearer,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

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