[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 0-6B: The Battle of Abendego on Mistmourn

RULES: SHIPS:

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

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

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

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

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

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

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

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

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

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

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

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


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

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

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

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


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

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

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

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


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

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

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

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


    5) Truewind
    Spoiler:
    Ship B
    Class 1

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

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

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


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

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

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

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


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

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

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

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


    8) Dominator
    Spoiler:
    Ship B
    Class 6

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

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

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


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

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Strength
    4

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


    10) Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

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

    Check to Repair
    Craft
    7

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


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

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

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

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

    Check to Repair
    Craft 6

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


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

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

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

    Check to Repair
    Craft
    6

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


    13) Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


    14) Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

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

    Check to Repair
    Craft
    6

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


    16) Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

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

    Check to Repair
    Craft
    6

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


    17) Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

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

    Check to Repair
    Craft
    7

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


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

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

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

    Check to Repair
    Craft
    8

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


    20) Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

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

    Check to Repair
    Craft
    7

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


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

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    12

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Intelligence
    Arcane
    Craft
    6
    OR
    Wisdom
    Survival
    12

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

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

    Check to Repair
    Arcane
    Craft
    6

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


Summoned Henchmen:

The Ancient Mariner
Spoiler:

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

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

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


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

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


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

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


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

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


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

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


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

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


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

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


Scurvy Zombie
Spoiler:

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

Sea Devil
Spoiler:

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

Shipwreck
Spoiler:

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


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Deck Handler // Searching for: Ally 6 > Spell 6 > Item 6

Then off turn, reload Bound Elemental

Hour of Erastil

Give Card to Telessel: Wayfarer


Move to Fort Hazard to support Flenta
Bury Priest of Pharasma and discard Blessing of Osiris to heal self

Heal cards: 1d4 + 1 + 1d4 ⇒ (2) + 1 + (2) = 5 Blessing of the Seventh Veil, Fire Snake, Magnetic Grimoire, Blessing of Osiris, and Cloudburst

Siwar choose this time to regroup as she was clearly spent from her epic battle.

Siwar wrote:

Hand: Create Mindscape, Swipe, Ruby of Charisma, Cleric of Nethys, Blessing of Osiris, Blessing of Qi Zhong, Blessing of the Seventh Veil,

Displayed: Eagle Aerie,
Deck: 10 Discard: 4 Buried: 1
Current Location: Fort Hazard
Hero Points: 6
Product Reroll: Unused
NOTES:
Available Support: Local Skirmish or Task Barrier: Use my Diplomacy (1d12 + 7)

Local Checks to Defeat Henchmen or Villain: +2

Eagle Aerie: Local Recharge a card at the end of a turn to move.

Create Mindscape available

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): Bound Elemental, The Lady of Mysteries, Reflecting Buckler, Blessing of the Gods, Fire Snake, Cloudburst, Magnetic Grimoire, Binder's Tome, Samisen of Oracular Vision, Codex of Conversations
Recharged:
Discard Pile: Slip, Valet, Ice Chemist, Tsunami ,
Buried Pile: Priest of Pharasma,

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: Given Wayfarer
Notes for Lini: Encounters another Chelish Marine

Ghol-Gan Ruins 1-8 remain // 1=Cryptic Runes, 2=Blood Hag, 3=Firedrake Trap
Sacred Spring CLOSED
Tempest Cay 1-6 remain // Brinebones, Cryptic Runes
Lucrehold CLOSED
Telessel, Lini - Jungle 1-2 remain // 1=Large Chest; 2=Pirate Bomber
Crimsi - Mancatcher Cove 1-3 remain // 1: Falchion +3
Flenta, Siwar - Fort Hazard CLOSED


During This Adventure:

During This Scenario:

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.

When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

Henchman Pile: 2

Additional Rules: Story Banes
Villain: Brinebones
Henchmen (Closing): Cryptic Runes

Brinebones:

Villain
Type: Monster
Traits: Undead Dragon Aquatic
To Defeat: Combat 32 THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits. Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

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.

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.

Draugr Captain:

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 18, Flenta/Hawkmoon

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

Spoiler:
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:
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_

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.

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

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

Spoiler:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

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

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

Spoiler:
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:
Nirmathas Longbow
IH5
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.


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

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

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

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

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

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

Spoiler:
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:
Shinobi Shozoku
IH6
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:
Breastplate of the Deep
SS
Armor 5
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
Teapot
IH2
Item P
Traits:
Object
Owner: Harsk
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any Diplomacy or Perception check by a character at your location.

When you play a boon that has the liquid trait, reveal this card to examine the top card of your location deck.


Spoiler:
Occularium Vestments
IH5
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:
Mysterious Disk
IH3
Item P
Traits:
Object
Magic
Owner: Imrijka
To Acquire:
Wisdom
Divine 6
If you fail a check, bury this card to reroll 1 die; if you have the Inquisitor trait, add another die of the type you are rerolling. You must take the second result.

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

Allies
Spoiler:
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:
Kolo
IH4
Ally P
Traits:
Animal
Spirit
Divine
Veteran
Owner: Shardra
To Acquire:
Wisdom
Divine 8
Reveal this card to add 3 plus the scenario's adventure deck number to your Stealth check.

Recharge this card to reduce all damage dealt to you by 2.

Bury this card to examine the top card of your location deck; if you have the Shaman trait, you may recharge this card instead.


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

Spoiler:
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:
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.

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

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

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

Spoiler:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Erastil:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hours Remaining: 9

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Crimsi/Gimry:
Spoiler:
Hourglass Card 1 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 2 Telessel/Iceman91:
Spoiler:
Hourglass Card 2 Telessel/Iceman91
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 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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 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 B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Telessel/Iceman91:
Spoiler:
Hourglass Card 7 Telessel/Iceman91
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Lini/Noasarc:
Spoiler:
Hourglass Card 8 Lini/Noasarc
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 9 Siwar/NathanDavis:
Spoiler:
Hourglass Card 9 Siwar/NathanDavis
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Ghol-Gan Ruins Card 1 (Cryptic Runes):
Cryptic Runes
SotS
Henchman 3
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.
Ghol-Gan Ruins 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.
Ghol-Gan Ruins Card 3 (Firedrake Trap):
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Ghol-Gan Ruins Card 4:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Ghol-Gan Ruins Card 5:
Arronax Endymion
SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ghol-Gan Ruins 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.
Ghol-Gan Ruins Card 7:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Ghol-Gan Ruins Card 8:
Insanity Daemon
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

Location #2: Sacred Spring
Closed
At This Location: At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Cryptic Runes, Brinebones

Tempest Cay Card 1:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Tempest Cay Card 2:
Phantom Fog
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
Tempest Cay Card 3:
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.
Tempest Cay Card 4:
Cryptic Runes
SotS
Henchman 3
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.
Tempest Cay Card 5:
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.
Tempest Cay Card 6:
Brinebones
SS
Villain 6
Type: Monster
Traits:
Undead
Dragon
Aquatic
To Defeat:
Combat 32
THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

Location #4: Lucrehold
Closed
At This Location: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Telessel/Iceman91, Lini/Noasarc, None

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

Location #6: Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Crimsi/Gimry, None
Mancatcher Cove Card 1 (Falchion +3):
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Mancatcher Cove Card 2:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Mancatcher Cove Card 3:
Cryptic Runes
SotS
Henchman 3
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.

Location #7: Fort Hazard
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

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:
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.


Deck Handler

DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

TURN: 18
HOUR: Blessing of Erastil
WHEN THIS IS THE HOUR: No effect.

LOCATION: Fort Hazard
AT THIS LOCATION:

Give Fiery Glare to Siwar

Move to Mancatcher Cove

Free exploration: Falchion +3
Ask Siwar to help, recharge Enervation
Melee 12: 1d10 + 6 + 1d4 + 3 ⇒ (10) + 6 + (1) + 3 = 20
Success
Acquired

Ending my turn.

Flenta wrote:

HAND: Falchion +3, Flaming Ranseur +3, Greatclub +3, Resist Energy, Iron Knuckles, The Eclipse

DISPLAYED: Infernal Healing
Deck: 13 | Discards: 0 | Bury Pile: 5
Current Location: Mancatcher Cove
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Ghol-Gan Ruins, Tempest Cay, Mancatcher Cove, Jungle


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) 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.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Telessel: Given Wayfarer
Notes for Lini: Encounters another Chelish Marine
Notes for Siwar: Given Fiery Glare, Recharge 1 card (or reload an ally)

Ghol-Gan Ruins 1-8 remain // 1=Cryptic Runes, 2=Blood Hag, 3=Firedrake Trap
Sacred Spring CLOSED
Tempest Cay 1-6 remain // Brinebones, Cryptic Runes
Lucrehold CLOSED
Telessel, Lini - Jungle 1-2 remain // 1=Large Chest; 2=Pirate Bomber
Crimsi, Flenta, Siwar - Mancatcher Cove 2-3 remain
Fort Hazard 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: Mancatcher Cove
Location Power:At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
Adventure Powers:
Scenario Powers:

Constitution 6: 1d6 ⇒ 3

Roll Details:

Constitution - 1d6

Bury Seeking Longbow

Start of Turn examine my location: -> Treasure Hunt
SoT Examine Location: 1d7 ⇒ 7 -> Closed

Treasure Hunt:

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

Intelligence 12(7+5): 1d10 + 2 + 1d10 ⇒ (9) + 2 + (4) = 15

Roll Details:

Intelligence - 1d10+2 (1d6+2)
Blessed - 1d10 (1d6)

Use the Carnival to bless
Recharge Emerald of Dexterity to roll d10

EoT Examine My Location: -> Cryptic Runes
EoT Examine Location: 1d7 ⇒ 2 -> Closed

"

Crimsi wrote:

Hand: Animalbane Crossbow +2, Thieves' Tools, Belt of Physical Might, Wizard's Hook, Rogue Ape,

Displayed: Brooch of Protection, Wyvern Poison, Moon Maiden Armor,
Deck: 7 Discard: 5 Buried: 2
Current Location: Mancatcher Cove
Hero Points: 4
Used: 2
NOTES:
Other: Paizo reroll used: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Planar Crossbow +2, Velociraptor, Impervious Chain Shirt, Blessing of the Boss, Skoan-quah Boneslayer, Elixer of Healing
Recharged: Emerald of Dexterity,
Discard Pile: Frost Longbow, Eries Yelloweyes, The Cyclone, The Winged Serpent, The Carnival,
Buried Pile: Deathbane Light Crossbow, Seeking Longbow,

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 (☑ your location and) 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) (☑ 1d8) .
☑ When you would discard a Bow weapon for its power, you may recharge it instead.

"

Board Status
Most Recent BR Refresh
Notes for Flenta: Can encounter Treasure Hunt

Notes for Telessel: Given Wayfarer
Can encounter Treasure Hunt

Notes for Lini: Encounters another Chelish Marine
Can encounter Treasure Hunt

Notes for Siwar: Given Fiery Glare, Recharge 1 card (or reload an ally)
Can encounter Treasure Hunt

Ghol-Gan Ruins 1-8 remain // 1=Cryptic Runes, 2=Blood Hag, 3=Firedrake Trap
Sacred Spring CLOSED
Tempest Cay 1-6 remain // Brinebones, Cryptic Runes
Lucrehold CLOSED
Telessel, Lini - Jungle 1-2 remain // 1=Large Chest; 2=Pirate Bomber
Crimsi, Flenta, Siwar - Mancatcher Cove 3 remain
Fort Hazard CLOSED


Deck Handler

Off turn: receive Wayfarer
Treasure Hunt: Knowledge 12: 1d4 + 1d8 ⇒ (3) + (5) = 8 Nope

Telessel's turn
Hour of Cayden Cailean

Move to Ghol-Gan Ruins
The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.

Free explore to encounter #1: Cryptic Runes
Discard The Twin to swap with Flenta and let her take on the henchman

Pause to ensure that works, and there's a new barrier at the Cove.


Deck Handler

Encountering the Cryptic Runes...
Recharge Resist Energy, Ask Siwar for Blessing of the Seventh Veil
Knowledge 10+5=15: 1d8 + 4 + 5 + 2d8 ⇒ (1) + 4 + 5 + (4, 5) = 19
Success
Defeated
Examine top two card.
Attempting to close...
The Eclipse
Strength 5+5=10: 1d10 + 4 + 1d10 ⇒ (3) + 4 + (7) = 14
Success
When Closing: Shuffle a random barrier into each open location.
Closed

Back to Telessel

Flenta wrote:

HAND: Falchion +3, Flaming Ranseur +3, Greatclub +3, Iron Knuckles

DISPLAYED: Infernal Healing
Deck: 14 | Discards: 1 | Bury Pile: 5
Current Location: Mancatcher Cove
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Ghol-Gan Ruins, Tempest Cay, Mancatcher Cove, Jungle


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) 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.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

Continuing...

Now at Mancatcher Cove (with new barrier at #4)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.

Discard Wayfarer to explore #1d2 + 2 ⇒ (1) + 2 = 3: Cryptic Runes
Cunning, Siwar, trigger Wayfarer
Knowledge 10: 1d4 + 1d8 + 2 + 2d6 ⇒ (2) + (3) + 2 + (1, 1) = 9 Hah... use paizo reroll
Knowledge 10: 2 + 3 + 2 + 1d6 + 1 ⇒ 2 + 3 + 2 + (3) + 1 = 11 Success

Close location: Summon Sea Devil
Reveal Marksman's bow, reveal Belt, Deadly, Siwar, trigger Wayfarer
Cannot fail combat 13 with five dice +15

WPC: Con check or bury 1 card
Reveal Belt, trigger Wayfarer
Con 6: 1d6 + 1d4 + 2d6 ⇒ (1) + (2) + (2, 6) = 11 Success

Cast Major Cure on Crimsi; Siwar uses Bo Osiris on Telessel's 1 card
1d4 + 1 ⇒ (2) + 1 = 3 3 for her
1d4 + 1 ⇒ (2) + 1 = 3 Hatchetbird, World Wave, Skoan-quah Boneslayer for me

End turn

Telessel wrote:

Hand: Marksman's Bow, Belt of Physical Might, Daji, Skoan-quah Boneslayer, The Winged Serpent, The Cyclone,

Displayed: Moon Maiden Armor, Impervious Chain Shirt,
Deck: 12 Discard: 5 Buried: 0
Hero Points: 3
Accessory reroll: Y
NOTES:
Available Support: Daji, Boneslayer, and Blessings are available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hatchetbird, Animalbane Crossbow +2, Shining Wayfinder, Blessing of Wind and Waves, World Wave, Boots of Teleportation, Wendifisa Spear, Blessing of the Ancients, Compass, Pirate's Favor, Deathbane Throwing Axe, The Savored Sting
Recharged:
Discard Pile: Vindicator, Yelthian, Leryn, The Twin, Wayfarer,
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) (☑ or Elf or Human) bane, add 1d6 (☑ +#).
Cunning: On your Knowledge or Perception check against a bane (☑ or your check before or after you act), add 1d8.
Nimble: ▢ You may evade your encounter with a monster
Deadly: ☑ On your combat check, when you play a weapon, add 2 (▢ 4).

Board Status
Most Recent BR Refresh
Notes for Flenta: Can encounter Treasure Hunt
Notes for Crimsi: Heal 3

Notes for Lini: Encounters another Chelish Marine
Can encounter Treasure Hunt

Notes for Siwar: Given Fiery Glare, Recharge 1 card (or reload an ally)
Can encounter Treasure Hunt, discard Bo Seventh Veil and Osiris

Flenta - Ghol-Gan Ruins CLOSED
Sacred Spring CLOSED
Tempest Cay 1 - 6 + ? remain // Brinebones, Cryptic Runes, Random barrier (shuffled)
Lucrehold CLOSED
Lini - Jungle 1 - 2 + ? remain // 1=Large Chest; 2=Pirate Bomber; 3=Random barrier (shuffled)
Crimsi, Telessel, Siwar - Mancatcher Cove CLOSED
Fort Hazard CLOSED


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

"T is best!"

OFF-TURN ACTIONS:
Crimsi is healed for 3: (Eries Yelloweyes, The Cyclone, The Winged Serpent). Deck shuffled.

"

Crimsi wrote:

Hand: Animalbane Crossbow +2, Thieves' Tools, Belt of Physical Might, Wizard's Hook, Rogue Ape,

Displayed: Brooch of Protection, Wyvern Poison, Moon Maiden Armor,
Deck: 10 Discard: 2 Buried: 2
Current Location: Mancatcher Cove
Hero Points: 4
Used: 2
NOTES:
Other: Paizo reroll used: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Eries Yelloweyes, Impervious Chain Shirt, Skoan-quah Boneslayer, Velociraptor, Emerald of Dexterity, Blessing of the Boss, Elixer of Healing, The Winged Serpent, Planar Crossbow +2, The Cyclone
Recharged:
Discard Pile: Frost Longbow, The Carnival,
Buried Pile: Deathbane Light Crossbow, Seeking Longbow,

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 (☑ your location and) 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) (☑ 1d8) .
☑ When you would discard a Bow weapon for its power, you may recharge it instead.

"


Deck Handler

Offturn: Encounter Chelish Marine
Reveal and discard Stone Axe +1 using Survival, Create Mindscape for 1d4.
Combat 21: 1d10 + 6 + 1d6 + 1 + 2d6 + 1d4 ⇒ (3) + 6 + (5) + 1 + (6, 2) + (1) = 24
Success, Chelish Marine defeated.

Encounter Treasure Hunt:
Recharge Moose for 1d4, discard Chaldira.
Knowledge 13: 1d8 + 5 + 2d8 + 1d4 ⇒ (1) + 5 + (8, 6) + (4) = 24
Success, random item acquired: Wizard's Hook

Start of turn.
End of turn.

Lini is startled when a Chelish Marine pop up challenging her out of nowhere! She quickly defeats him and then decides to take a chance on a treasure chest that also randomly appears. Content with her treasure she continues to hang out in the jungle, ready to guard it at a moments notice.

Lini wrote:

Hand: Recast, Cure, Besmara's Tricorne, Ritual Censer, Arcane Staff, Blessing of Besmara, Blessing of Nivi Rhombodazzle,

Displayed:
Deck: 18 Discard: 6 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
NOTES:
Available Support: Blessing, Cure available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Reed Moccasin, Coat of Mist, Blessing of the Everbloom, Droogami, Fireblade, Holy Feast, Archaeopteryx, Aspect of the Hawk
Recharged: Eruption, Angelstep, Blessing of the Green Faith, Cloud Puff, Moose,
Discard Pile: Blessing of Besmara 2, Druid of the Green Faith, Fire Gecko, Blessing of Gorum, Stone Axe +1, Blessing of Chaldira Zuzaristan,
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
Perception: 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 (☐ 2d6)(☐ 3d6). If you succeed at the check, recharge the displayed card; otherwise bury (☐ or discard) it.
☐ If a card that has the Animal trait is played on your check, blessings played on that check may add d12 instead of the normal die.
☑ You gain the skill Perception: Wisdom +2.
☑ When a character at your location encounters a card that has the Animal trait, you may recharge (☑ or reveal) a card to allow that character to evade the encounter (☐ and you may immediately encounter the card.)

Board Status
Most Recent BR Refresh
Notes for Flenta: Can encounter Treasure Hunt

Notes for Siwar: Given Fiery Glare, Recharge 1 card (or reload an ally)
Can encounter Treasure Hunt, discard Bo Seventh Veil and Osiris

Flenta - Ghol-Gan Ruins CLOSED
Sacred Spring CLOSED
Tempest Cay 1 - 6 + ? remain // Brinebones, Cryptic Runes, Random barrier
Lucrehold CLOSED
Lini - Jungle 1 - 2 + ? remain // 1=Large Chest; 2=Pirate Bomber; 3=Random barrier
Crimsi, Telessel, Siwar - Mancatcher Cove CLOSED
Fort Hazard CLOSED


Quick Fix Up:
Crimsi picked up the Wizard's Hook. Lini gets Sniper Goggles

Sniper Goggles:

SS Item 4
Traits: Accessory Magic
To Acquire: Dexterity Ranged Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.


Deck Handler // Searching for: Ally 6 > Spell 6 > Item 6

Off turn, gets Fiery Glare. Reload Cleric of Nethys. Discard Blessing of Osiris and Blessing of the Seventh Veil
Treasure Hunt, Charming
Knowledge Diplomacy 7+6: 1d12 + 7 ⇒ (6) + 7 = 13 Hunt a Seer's Headdress

Hour of Norgorber

Give card to Crimsi: Seer's Headdress
Move Crimsi, Telessel and Siwar to Tempest Cay


Free explore and encounter Tessa Fairwind
Botting Crimsi

Dexterity 7: 1d10 + 3 ⇒ (4) + 3 = 7
Create Mindscape
Diplomacy 9: 1d12 + 7 + 1d4 ⇒ (9) + 7 + (3) = 19 Acquired!

Reveal Blessing of Qi Zhong to heal Ice Chemist then discard blessing to explore and encounter Goblin Buckler Gun
Botting Telessel

Ranged 9: 1d8 + 5 ⇒ (5) + 5 = 10
Banish Swipe to automatically succeed in Con/Fort 9! Acquired!

Siwar ends her turn.

Siwar attempts to recover all cards in her Recovery pile. Create Mindscape
Swipe: Divine 10: 1d12 + 5 + 1d4 ⇒ (6) + 5 + (4) = 15 -> Swipe recharged .

Siwar resets her hand.

Siwar takes swiftest shootiest team to track down Brinebones and collects friends and firepower along the way.

Siwar wrote:

Hand: Goblin Buckler Gun, Ice Chemist, Tessa Fairwind, Ruby of Charisma, Reflecting Buckler, Fiery Glare, Samisen of Oracular Vision,

Displayed: Eagle Aerie, Create Mindscape,
Deck: 10 Discard: 6 Buried: 1
Current Location: Tempest Cay
Hero Points: 6
Product Reroll: Unused
NOTES:
Available Support: Local Skirmish or Task Barrier: Use my Diplomacy (1d12 + 7)

Local Checks to Defeat Henchmen or Villain: +2

Eagle Aerie: Local Recharge a card at the end of a turn to move.

Create Mindscape at Tempest Cay

Tessa Fairwind: Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check

Ice Chemist: Local Invoke Cold add d4
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 of Conversations, Cloudburst, Cleric of Nethys, Blessing of the Gods, The Lady of Mysteries, Fire Snake, Bound Elemental, Binder's Tome, Magnetic Grimoire
Recharged: Swipe,
Discard Pile: Slip, Valet, Tsunami , Blessing of Osiris, Blessing of the Seventh Veil, Blessing of Qi Zhong,
Buried Pile: Priest of Pharasma,

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.

After the start of Flenta's turn, recharge Samisen of Oracular Vision to examine:
Assassination Attempt
Cryptic Runes
Phantom Fog

Board Status
Notes for Flenta: Can encounter Treasure Hunt
Notes for Crimsi: Given Seer's Headdress

Flenta - Ghol-Gan Ruins CLOSED
Sacred Spring CLOSED
Crimsi, Telessel, Siwar - Tempest Cay 1-5 remain // 1=Assassination Attempt, 2=Cryptic Runes 3=Phantom Fog. Brinebones
Lucrehold CLOSED
Lini - Jungle 1-3 remain // Large Chest; Pirate Bomber, Random barrier
Mancatcher Cove CLOSED
Fort Hazard CLOSED


During This Adventure:

During This Scenario:

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.

When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

Henchman Pile: 2

Additional Rules: Story Banes
Villain: Brinebones
Henchmen (Closing): Cryptic Runes

Brinebones:

Villain
Type: Monster
Traits: Undead Dragon Aquatic
To Defeat: Combat 32 THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits. Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

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.

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.

Draugr Captain:

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 6

Turn: 23, Flenta/Hawkmoon

Random Cards:

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

Spoiler:
Voidstick Zombie
SS
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 20
OR Divine 16
The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.

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

Spoiler:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

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

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

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

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

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

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

Spoiler:
Distance Musket +1
SS
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.

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


Spoiler:
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:
Nirmathas Longbow
IH5
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.


Spells
Spoiler:
Tsunami
SS
Spell 6
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

Items
Spoiler:
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:
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:
Teapot
IH2
Item P
Traits:
Object
Owner: Harsk
To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any Diplomacy or Perception check by a character at your location.

When you play a boon that has the liquid trait, reveal this card to examine the top card of your location deck.


Spoiler:
Arcane Robes
IH2
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:
Silver Flute
IH6
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.


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

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

Spoiler:
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:
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:
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.

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

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

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

Hours Remaining: 4

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 Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Lini/Noasarc:
Spoiler:
Hourglass Card 3 Lini/Noasarc
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 4 Siwar/NathanDavis:
Spoiler:
Hourglass Card 4 Siwar/NathanDavis
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Ghol-Gan Ruins
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Hawkmoon, None

Location #2: Sacred Spring
Closed
At This Location: At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Tempest Cay
At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Crimsi/Gimry, Telessel/Iceman91, Siwar/NathanDavis, Create Mindscape Displayed
Cryptic Runes, Brinebones

Tempest Cay Card 1 (Assassination Attempt):
Assassination Attempt
SS
Barrier 6
Traits:
Skirmish
To Defeat:
None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
Tempest Cay Card 2 (Cryptic Runes):
Cryptic Runes
SotS
Henchman 3
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.
Tempest Cay Card 3 (Phantom Fog):
Phantom Fog
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
Tempest Cay Card 4:
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.
Tempest Cay Card 5:
Brinebones
SS
Villain 6
Type: Monster
Traits:
Undead
Dragon
Aquatic
To Defeat:
Combat 32
THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

Location #4: Lucrehold
Closed
At This Location: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: 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: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Noasarc, Large Chest, Pirate Bomber

Jungle Card 1:
Pirate Bomber
SS
Monster 6
Traits:
Human
Pirate
To Defeat:
Combat 22
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
Jungle Card 2:
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 3:
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.

Location #6: 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 #7: Fort Hazard
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:
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.


Deck Handler

Treasure Hunt is out of reach, so I'll skip it.

DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.

LOCATION: Ghol-Gan Ruins
AT THIS LOCATION: No effect

Move to Tempest Cay

Free exploration: Assassination Attempt
Crimsi, Telessel, and Siwar need to summon and encounter a Buccaneer henchman.
Falchion+3, Siwar hates story banes.
Combat 8+6=14: 1d10 + 6 + 2d4 + 3 + 2d4 + 2 ⇒ (10) + 6 + (3, 3) + 3 + (4, 3) + 2 = 34
Success
Defeated
AYA: Summon and encounter a Buccaneer henchman
Greatclub +3, Siwar hates story banes.
Combat 8+6=14: 1d10 + 6 + 2d4 + 3 + 1d10 + 2 ⇒ (4) + 6 + (3, 2) + 3 + (10) + 2 = 30
Success
Defeated
Assassination Attempt defeated

Ending my turn

Flenta wrote:

HAND: Salvator Scream, Flaming Ranseur +3, Sklar-Quah Thundercaller, Iron Knuckles, Wand of Treasure Finding, Detect Magic

DISPLAYED: Infernal Healing
Deck: 12 | Discards: 1 | Bury Pile: 5
Current Location: Ghol-Gan Ruins
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Tempest Cay, Jungle


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) 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.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Crimsi: Given Seer's Headdress

Ghol-Gan Ruins CLOSED
Sacred Spring CLOSED
Crimsi, Telessel, Siwar, Flenta - Tempest Cay 2-5 remain // 2=Cryptic Runes 3=Phantom Fog. Brinebones
Lucrehold CLOSED
Lini - Jungle 1-3 remain // Large Chest; Pirate Bomber, Random barrier
Mancatcher Cove CLOSED
Fort Hazard CLOSED


Deck Handler // Searching for: Ally 6 > Spell 6 > Item 6

Evade
Who encounters, F,C,T: 1d3 ⇒ 1 Flenta


Deck Handler

Reveal Flaming Ranseur +3, Siwar hates story banes.
Combat 8+6=14: 1d10 + 6 + 2d4 + 3 + 2 ⇒ (8) + 6 + (1, 3) + 3 + 2 = 23
Success
Defeated


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:
Receive Seer's Headdress

"Crimsi look good in Flower hat"

Buccaneer
Combat 14(8+6): 1d10 + 4 + 1d10 + 2 + 1d8 + 2 ⇒ (5) + 4 + (4) + 2 + (2) + 2 = 19

Roll Details:

Combat(Ranged) - 1d10+4
Animalbane Crossbow +2 - 1d10+2
Bow Master - 1d8
Siwar hates Storybanes - 2

========================
Crimsi starts her turn.
Hour: Blessing of Cayden Cailean
Hour Power:No effect.
Location: Tempest Cay
Location Power:If this location is occupied, Structural damage to your ship at any location is increased by 1.
Adventure Powers:
Scenario Powers:

Start of Turn examine my location: -> Cryptic Runes
Recharge Flower Bonnet to examine bottom of location
Examine Bottom - Brinebones (VILLAIN)

SoT Examine Location: 1d7 ⇒ 1 -> Ghol-Gan Ruins - Closed

Pass Wizard's Hook to Siwar

Cryptic Runes:

SotS
Henchman 3
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.

Intelligence 10: 1d6 + 2 + 1d4 + 1d8 + 1d8 ⇒ (5) + 2 + (1) + (3) + (8) = 19

Roll Details:

Intelligence - 1d6+2
Create Mindscape - 1d4
Thieves' Tools - 1d8
Recharge - 1d8

Attempt to close
Intelligence 7: 1d6 + 2 + 1d4 + 1d6 ⇒ (2) + 2 + (2) + (5) = 11

Roll Details:

Intelligence - 1d6+2
Create Mindscape - 1d4
Blessed - 1d6

Used Linis Blessing of Besmara

Villain is all that's left

EoT Examine My Location: -> Brinebones (VILLAIN)
EoT Examine Location: 1d7 ⇒ 7 -> Fort Hazard - Closed

"

Crimsi wrote:

Hand: Animalbane Crossbow +2, Planar Crossbow +2, Belt of Physical Might, The Winged Serpent, Rogue Ape,

Displayed: Brooch of Protection, Wyvern Poison, Moon Maiden Armor, Impervious Chain Shirt,
Deck: 9 Discard: 2 Buried: 2
Current Location: Tempest Cay
Hero Points: 4
Used: 2
NOTES:
Other: Paizo reroll used: Used

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Boss, Velociraptor, Eries Yelloweyes, Skoan-quah Boneslayer, Emerald of Dexterity, The Cyclone, Elixer of Healing
Recharged: Seer's Headdress, Thieves' Tools,
Discard Pile: Frost Longbow, The Carnival,
Buried Pile: Deathbane Light Crossbow, Seeking Longbow,

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 (☑ your location and) 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) (☑ 1d8) .
☑ When you would discard a Bow weapon for its power, you may recharge it instead.

"

Board Status
Most Recent BR Refresh

Notes for Lini: Used Blessing of Besmara
Notes for Siwar: Given Wizard's Hook

Ghol-Gan Ruins CLOSED
Sacred Spring CLOSED
Crimsi, Telessel, Siwar, Flenta - Tempest Cay 5 remain // 5- Brinebones
Lucrehold CLOSED
Lini - Jungle 1-3 remain // Large Chest; Pirate Bomber, Random barrier
Mancatcher Cove CLOSED
Fort Hazard CLOSED


Deck Handler

Off-turn: no further activity

Telessel's turn
Hour of Sivanah

Display Boneslayer.
Flenta displays Thundercaller.

Free explore of #1: Brinebones
Assuming successful guard from Lini - blessing and Daji available to help

BA: 1d2 ⇒ 1 our location
Trigger Boneslayer, reveal Belt, Cunning
Dex 14: 1d8 + 3 + 1d4 + 1d6 + 1d8 ⇒ (3) + 3 + (2) + (6) + (4) = 18 Bury Chain Shirt

CtD 1: Reveal Bow, reveal Belt, trigger Boneslayer and Siwar, Deadly, Tessa, discard Winged Serpent
Combat 32: 1d8 + 5 + 1d4 + 6 + 1d4 + 1d6 + 2 + 2 + 1d6 + 1d8 ⇒ (7) + 5 + (2) + 6 + (1) + (1) + 2 + 2 + (6) + (4) = 36 Success

CtD 2: Reveal Bow, reveal Belt, trigger Boneslayer and Siwar, Deadly, Tessa, discard Cyclone
Combat 32: 1d8 + 5 + 1d4 + 6 + 1d4 + 1d6 + 2 + 2 + 1d6 + 1d8 ⇒ (3) + 5 + (2) + 6 + (1) + (1) + 2 + 2 + (1) + (5) = 28 Cyclone adds 8 for 36 and victory!


1 person marked this as a favorite.
Deck Handler

Quick survival bot as Chris and I are on our way to Origins in Ohio...
2d10 + 6 + 1d4 ⇒ (5, 8) + 6 + (1) = 20


0-6A: Get a Clue
Development:
Well, that stung a bit, but you’ve gathered up most of the bone fragments. In addition to the symbol She bore, the bones hold some sort of coded writing. If you or the Hurricane King’s advisors can decrypt it, you’ll have some clue as to what to do next. You really don’t want to see Her again—and the bugs, the bugs, so many bugs—but if you can’t resolve the mystery of that cryptic symbol, you won’t be getting much sleep. The nightmares will just get worse.

Rewards:

Scenario: For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace anally in her deck with the loot Alise Grogblud. At the end of each scenario, return the loot to the game box.

Alise Grogblud:

Loot
Type: Ally
Traits: Human Rogue Pirate
To Acquire:
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.

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

Upgrades:
Leryn (Ally [b]6/b])
Tessa Fairwind (Ally 3)
Slip (Ally 3)
Avimar Sorrinash (Ally 4)
Daji (Ally [b]6/b])
Goblin Buckler Gun (Armor [b]6/b])
Hellknight Armor (Armor 6)
Brine Dragonhide Breastplate (Armor 4)
Reflecting Buckler (Armor 5)
Blessing of Gorum (Blessing B)
Blessing of Besmara (Blessing 1)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Besmara (Blessing 1)
Seer's Headdress (Item [b]6/b])
Ritual Censer (Item [b]6/b])
Wizard's Hook (Item 5)
Iron Knuckles (Item [b]6/b])
Sniper Goggles (Item 4)
Arcane Staff (Item [b]6/b])
Recast (Spell 6)
World Wave (Spell 6)
Resist Energy (Spell 4)
Tsunami (Spell 6)
Falchion +3 (Weapon 6)

Ally 6643
Armor 6654
Blessing 11
Item 666654
Spell 6664
Weapon 6


0-6B: The Battle of Abendego

“I don’t want to hear about old bones!” Barracuda Aiger slams his flintlock down on a pile of nautical charts, then starts pacing back and forth. A dozen or so pirate captains listen intently, barely fitting inside his cramped war room.

“The Sodden Lands are far away from here. We’ve got a more immediate problem on our hands. We were right about that damned dirty double-crossing Harrigan. We’ve got a fleet of Chelish warships headed straight for us!”

“That’s impossible!” shouts one of the captains. “How did the Chelish get here so quickly? The Eye of Abendego should have delayed them for months!”

“That doesn’t matter,” the captain responds. “They’re here today! The Hurricane King refused to heed my warning, and now we’ve spotted Chelish sails on the horizon. If we can’t assemble a fleet to stop it, we’ll be slaves or fish food before ya can say ‘knife!’ I come to ya with my hat in hand and a fire in my eyes. We need ta fight together, or we’ll be torn apart. Are ya with me?”

The room is silent for one heartbeat, and then two, and then slowly fills with muttered conversations. Tessa Fairwind saunters over to you, the jaunty sway of her hips belied by the genuine fear in her eyes.

“These new folk are right. If we don’t fight together, we’ll lose to the Chelish for sure. I hear yer workin on something to do with nightmare monsters, but nightmares can only bother ye if yer alive. Will ye help us sink these devil-worshiping bastards?”

You nod. Captains cheer. The Battle of Abendego has begun.

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

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

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

To win the scenario, close all locations.

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

Story Banes
Villain: None
Henchmen (Closing): Enemy Ships

Enemy Ship:

Henchman
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Flenta:
Ship: 1d24 ⇒ 9 Wormwood
Plunder: 1d6 ⇒ 3 Armor

Crimsi:
Ship: 1d24 ⇒ 15 Dowager Queen
Plunder: 1d6 ⇒ 4 Item

Telessel:
Ship: 1d24 ⇒ 11 Magpie Princess
Plunder: 1d6 ⇒ 1 Weapon

Lini:
Ship: 1d24 ⇒ 6 Truewind
Plunder: 1d6 ⇒ 6 Choice

Siwar:
Ship: 1d24 ⇒ 17 Sanbalot
Plunder: 1d6 ⇒ 2 Spell


During This Adventure:

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

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

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

To win the scenario, close all locations.

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

Defeated Pile: 0

Additional Rules: Story Banes
Villain: None
Henchmen (Closing): Enemy Ships

Enemy Ship:

Henchman
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hammerhead Shark:

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

Scenario Level (#): 6

Turn: 1, Lini/Noasarc

Random Cards:

Monsters
Spoiler:
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_

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

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

Spoiler:
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:
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:
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:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.

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

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

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

Spoiler:
Shoanti Earthbreaker
IH4
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.

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

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

Spoiler:
Elven Scimitar
IH6
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:
Seamantle
SS
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Control Weather
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
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 13 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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:
Orc War Drum
IH5
Item P
Traits:
Instrument
Owner: Oloch
To Acquire:
ConstitutionCharisma 5
Recharge this card to add 1d4 to a combat check by a character at your location. Each character may discard an ally; for each discarded, add 1d4 to that check.

If you have the Warpriest trait, recharge this card to draw a weapon or an armor from your discard pile.


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

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

Spoiler:
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:
Goblin Lockpick
SS
Item P
Traits:
Tool
Alchemical
To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist


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

Spoiler:
Audessa Reyquio
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.

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

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

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

Spoiler:
Blessing of 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.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Siwar/NathanDavis:
Spoiler:
Hourglass Card 1 Siwar/NathanDavis
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Telessel/Iceman91:
Spoiler:
Hourglass Card 4 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 5 Lini/Noasarc:
Spoiler:
Hourglass Card 5 Lini/Noasarc
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 Siwar/NathanDavis:
Spoiler:
Hourglass Card 6 Siwar/NathanDavis
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 7 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 7 Flenta/Hawkmoon
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Crimsi/Gimry:
Spoiler:
Hourglass Card 8 Crimsi/Gimry
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Telessel/Iceman91:
Spoiler:
Hourglass Card 9 Telessel/Iceman91
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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 12 Flenta/Hawkmoon
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 17 Flenta/Hawkmoon
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 18 Crimsi/Gimry:
Spoiler:
Hourglass Card 18 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 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 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 21 Siwar/NathanDavis:
Spoiler:
Hourglass Card 21 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 22 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 22 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 23 Crimsi/Gimry:
Spoiler:
Hourglass Card 23 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 24 Telessel/Iceman91:
Spoiler:
Hourglass Card 24 Telessel/Iceman91
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Lini/Noasarc:
Spoiler:
Hourglass Card 25 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 26 Siwar/NathanDavis:
Spoiler:
Hourglass Card 26 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 27 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 27 Flenta/Hawkmoon
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 28 Crimsi/Gimry:
Spoiler:
Hourglass Card 28 Crimsi/Gimry
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 29 Telessel/Iceman91:
Spoiler:
Hourglass Card 29 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: Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Pinnacle Atoll Card 1:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Pinnacle Atoll Card 2:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Pinnacle Atoll Card 3:
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.
Pinnacle Atoll Card 4:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Pinnacle Atoll Card 5:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Pinnacle Atoll Card 6:
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.
Pinnacle Atoll Card 7:
Enemy Ship
SS
Henchman C
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Pinnacle Atoll Card 8:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Pinnacle Atoll Card 9:
Biter
IH2
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

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

Location #2: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Scar Bay Card 1:
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.
Scar Bay Card 2:
Tankard
IH1
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.

Scar Bay Card 3:
Sea Troll
SS
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Scar Bay Card 4:
Enemy Ship
SS
Henchman C
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Scar Bay Card 5:
Seer's Headdress
IH3
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.

Scar Bay Card 6:
Splendiferous Hat
IH3
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.

Scar Bay Card 7:
Norgorber Cultist
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Scar Bay Card 8:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Scar Bay Card 9:
Phantom Fog
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
Scar Bay Card 10:
Coral Golem
SS
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

Location #3: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Lonely Island Card 1:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Lonely Island Card 2:
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.
Lonely Island Card 3:
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.
Lonely Island Card 4:
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Lonely Island Card 5:
Ring of the Sea Strider
SS
Item 5
Traits:
Accessory
Magic
Aquatic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
Lonely Island Card 6:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Lonely Island Card 7:
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.
Lonely Island 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.
Lonely Island Card 9:
Flaming Falcata +3
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Lonely Island Card 10:
Righteousness
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Location #4: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Fringes of the Eye Card 1:
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.
Fringes of the Eye Card 2:
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Fringes of the Eye Card 3:
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.
Fringes of the Eye Card 4:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Fringes of the Eye Card 5:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Fringes of the Eye Card 6:
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.
Fringes of the Eye Card 7:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fringes of the Eye Card 8:
Arronax Endymion
SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fringes of the Eye Card 9:
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.
Fringes of the Eye Card 10:
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.

Location #5: 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:
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Raker Shoals Card 2:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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:
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.
Raker Shoals Card 5:
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.
Raker Shoals Card 6:
Alkenstar Pistol
IH4
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.
Raker Shoals Card 7:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Raker Shoals Card 8:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Raker Shoals Card 9:
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.
Raker Shoals Card 10:
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.

Location #6: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Shark Island Card 1:
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.
Shark Island Card 2:
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Shark Island Card 3:
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Shark Island Card 4:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Shark Island Card 5:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Shark Island Card 6:
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.
Shark Island Card 7:
O-Yoroi
IH6
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.

Shark Island Card 8:
Insanity Daemon
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
Shark Island Card 9:
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.
Shark Island Card 10:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Location #7: 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: Flenta's Wormwood
Plunder Pile Card 1:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Crimsi's Dowager Queen
Plunder Pile Card 1:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Telessel's Magpie Princess
Plunder Pile Card 1:
Invigorating Kukri +1
SS
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

Location #10: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini's Truewind

Location #11: 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: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Siwar's Sanbalot

Plunder Pile Card 1:
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.


Deck Handler

Starting at Scar Bay.

Lini wrote:

Hand: Stone Axe +1, Eruption, Angelstep, Moose, Archaeopteryx, Druid of the Green Faith, Blessing of Nivi Rhombodazzle,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
NOTES:
Available Support: Blessing available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aspect of the Hawk, Fireblade, Blessing of the Everbloom, Reed Moccasin, Cure, Blessing of the Green Faith, Fire Gecko, Blessing of Chaldira Zuzaristan, Coat of Mist, Droogami, Cloud Puff, Besmara's Tricorne
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
Perception: 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 (☐ 2d6)(☐ 3d6). If you succeed at the check, recharge the displayed card; otherwise bury (☐ or discard) it.
☐ If a card that has the Animal trait is played on your check, blessings played on that check may add d12 instead of the normal die.
☑ You gain the skill Perception: Wisdom +2.
☑ When a character at your location encounters a card that has the Animal trait, you may recharge (☑ or reveal) a card to allow that character to evade the encounter (☐ and you may immediately encounter the card.)


Deck Handler

Hour: Sivanah

Start of turn, staying at Scar Bay.

Free explore card #1: Blood Hag
BYA check: Divine 8: 1d10 + 4 ⇒ (5) + 4 = 9
Passed!

Combat, reveal Stone Axe +1.
Combat 15: 1d10 + 6 + 1d6 + 1 ⇒ (10) + 6 + (5) + 1 = 22
Success, Blood Hag defeated.

Discard Archaeopteryx, explore card #2: Tankard
Discard Nivi for 2d6.
Craft 6: 1d4 + 2d6 ⇒ (3) + (2, 5) = 10
Success, Tankard acquired.

Discard Moose, explore card #3: Sea Troll
Discard Eruption.
Combat 20: 1d10 + 6 + 4d6 + 1d8 ⇒ (9) + 6 + (6, 6, 2, 5) + (6) = 40
Sea troll vaporized.

Use Angelstep on myself: 1d4 ⇒ 1
Lini is healed for 1: (Blessing of Nivi Rhombodazzle). Deck shuffled.
End turn.

Lini attempts to recover all cards in her Recovery pile.
Eruption: Divine #: 1d10 + 5 ⇒ (10) + 5 = 15 -> Eruption recharged.
Angelstep: Divine #: 1d10 + 6 ⇒ (3) + 6 = 9 -> Angelstep recharged.

Reset hand.

After being away for what feels like forever, Lini is finally back on her ship and ready to explore! She's itching for a fight so she heads over to Scar Bay. She axes a hag, roasts a troll and finds a nice tankard she decides to keep.

Lini wrote:

Hand: Stone Axe +1, Cure, Coat of Mist, Tankard, Druid of the Green Faith, Droogami, Blessing of the Everbloom,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
NOTES:
Available Support: Blessing available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Besmara's Tricorne, Cloud Puff, Blessing of the Green Faith, Fireblade, Blessing of Nivi Rhombodazzle, Aspect of the Hawk, Blessing of Chaldira Zuzaristan, Reed Moccasin, Fire Gecko
Recharged: Eruption, Angelstep,
Discard Pile: Archaeopteryx, Moose,
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
Perception: 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 (☐ 2d6)(☐ 3d6). If you succeed at the check, recharge the displayed card; otherwise bury (☐ or discard) it.
☐ If a card that has the Animal trait is played on your check, blessings played on that check may add d12 instead of the normal die.
☑ You gain the skill Perception: Wisdom +2.
☑ When a character at your location encounters a card that has the Animal trait, you may recharge (☑ or reveal) a card to allow that character to evade the encounter (☐ and you may immediately encounter the card.)


Deck Handler

Start at Shark Island

Loot Pirate's Favor

Telessel wrote:

Hand: Vindicator, Wendifisa Spear, Shining Wayfinder, Dwarf Allosaurus, The Savored Sting, The Cyclone, Yelthian,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 3
Accessory reroll: N
NOTES:
Available Support: Vindicator and Blessings are available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Animalbane Crossbow +2, Hatchetbird, The Twin, Blessing of Wind and Waves, Moon Maiden Armor, The Winged Serpent, Boots of Teleportation, Impervious Chain Shirt, Pirate's Favor, Deathbane Throwing Axe, Belt of Physical Might, Marksman's Bow, Major Cure, Compass, Blessing of the Ancients
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) (☑ or Elf or Human) bane, add 1d6 (☑ +#).
Cunning: On your Knowledge or Perception check against a bane (☑ or your check before or after you act), add 1d8.
Nimble: ☑ You may evade your encounter with a monster
Deadly: ☑ On your combat check, when you play a weapon, add 2 (▢ 4).


Deck Handler

Pinnacle Atoll

Flenta wrote:

HAND: Dragonbane Greatsword, Scrying, Magic Spyglass, Wand of Enervation, Evangelist, Blessing of Norgorber

DISPLAYED:
Deck: 15 | Discards: 0 | Bury Pile: 0
Current Location: Pinnacle Atoll
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Pinnacle Atoll, Shark Island, Raker Shoals, Fringes of the Eye, Lonely Island, Scar Bay


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) 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.
 
FAVORED CARD TYPE: Weapon or Spell


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

Start at Fringes of the Eye

"

Crimsi wrote:

Hand: Guardian Bow, Wyvern Poison, Brooch of Protection, Belt of Physical Might, Eries Yelloweyes, The Carnival,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 4
Used: 0
NOTES:
Other: Paizo reroll used: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Thieves' Tools, Moon Maiden Armor, Velociraptor, Planar Crossbow +2, Animalbane Crossbow +2, Seeking Longbow, The Cyclone, Blessing of the Boss, Elixer of Healing, Emerald of Dexterity, Rogue Ape, The Winged Serpent, Skoan-quah Boneslayer, Impervious Chain Shirt, Deathbane Light Crossbow
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 (☑ your location and) a random location. (☑ Then you may encounter any Bow or Fire cards you examined.)
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) (☑ 1d8) .
☑ When you would discard a Bow weapon for its power, you may recharge it instead.

"


Deck Handler // Searching for: Ally 6 > Spell 6 > Item 6

In the interest of fairness I would've honestly started at Scar Bay. So I'll be getting some Fire damage too.

Siwar wrote:
Hand: Cloudburst, Swipe, Eagle Aerie, Create Mindscape, Bound Elemental, Valet, Blessing of Qi Zhong,

On Lini's check against Blood Hag, Display Creat Mindscape

Bury Bound Elemental to Reduce Fire Damge to 0!

Siwar attempts to recover all cards in her Recovery pile. Create Mindscape
Bound Elemental: Divine 12: 1d12 + 5 + 1d4 ⇒ (8) + 5 + (2) = 15 -> Bound Elemental recharged.

Siwar wrote:

Hand: Blessing of Qi Zhong, Valet, Swipe, Eagle Aerie, Cloudburst,

Displayed: Create Mindscape,
Deck: 15 Discard: 0 Buried: 0
Current Location: Scar Bay
Hero Points: 6
Product Reroll: Unused
NOTES:
Available Support: Local Skirmish or Task Barrier: Use my Diplomacy (1d12 + 7)

Local Checks to Defeat Henchmen or Villain or Checks to Close: +2

Eagle Aerie: Local Recharge a card at the end of a turn to move.

Create Mindscape at Scar Bay
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 Osiris, The Lady of Mysteries, Priest of Pharasma, Magnetic Grimoire, Princeling, Samisen of Oracular Vision, Ruby of Charisma, Cleric of Nethys, Binder's Tome, Blessing of the Seventh Veil, Codex of Conversations, Holy Feast, Fire Snake, Wayfarer
Recharged: Bound Elemental,
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

Retcon on the hag, discard Angelstep, Druid of GF and Nivi for the 3 fire damage.

Fail on the Tankard roll and no Angelstep cure, otherwise the turn is unaffected.

Lini wrote:

Hand: Stone Axe +1, Aspect of the Hawk, Fireblade, Cloud Puff, Besmara's Tricorne, Droogami, Reed Moccasin, Blessing of the Everbloom,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 4
Used Accessory re-roll: N
NOTES:
Available Support: Blessing available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Coat of Mist, Blessing of the Green Faith, Fire Gecko, Blessing of Chaldira Zuzaristan, Cure
Recharged: Eruption,
Discard Pile: Archaeopteryx, Moose, Angelstep, Blessing of Nivi Rhombodazzle, Druid of the Green Faith,
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
Perception: 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 (☐ 2d6)(☐ 3d6). If you succeed at the check, recharge the displayed card; otherwise bury (☐ or discard) it.
☐ If a card that has the Animal trait is played on your check, blessings played on that check may add d12 instead of the normal die.
☑ You gain the skill Perception: Wisdom +2.
☑ When a character at your location encounters a card that has the Animal trait, you may recharge (☑ or reveal) a card to allow that character to evade the encounter (☐ and you may immediately encounter the card.)


Deck Handler // Searching for: Ally 6 > Spell 6 > Item 6

Hour of Achaekek

Free explore and encounter Enemy Ship
Evade and send it to Lini


Deck Handler

Offturn: Enemy ship!

Ship #: 1d24 ⇒ 11
Nope, that's Telessel's ship.
Ship #: 1d24 ⇒ 22
Apparatus of the Octopus!

BYA check: Can't succeed without help, not worth the effort.
Discard Reed Moccasin.

Defeat check:
Discard Everbloom, Reveal tricorne for +1, ask Siwar for a song.
Survival 18: 1d10 + 6 + 2d10 + 1d4 + 1 ⇒ (7) + 6 + (5, 5) + (2) + 1 = 26
Success, ship defeated!

Plunder: 1d6 ⇒ 2 Spell

Attempt to close:
With the free +2 from Siwar, can't fail.
Success, closed.

2 combat damage from closing the location, discard Fireblade and Cloud Puff.


Deck Handler // Searching for: Ally 6 > Spell 6 > Item 6

We'll say that d4 came from Create Mindscape so no song needed

On Close, Create Mindscape sent to recovery.
Display Eagle Aerie
End of turn, recharge Blessing of Qi Zhong to move to Fringes of the Eye

Siwar ends her turn.

Siwar attempts to recover all cards in her Recovery pile.
Create Mindscape: Divine 11: 1d12 + 5 ⇒ (5) + 5 = 10 -> Create Mindscape discarded.

Siwar resets her hand.

Seeing that her work here is done, Siwar sails into the fringes.

Siwar wrote:
Hand: Samisen of Oracular Vision, Valet, The Lady of Mysteries, Princeling, Swipe, Blessing of Osiris, Cloudburst,

After the start of Flenta's turn, recharge Samisen of Oracular Vision to examine:

Pinnacle Atoll: Blessing of Besmara
Fringes of the Eye: Cannonade
Raker Shoals: Fuse Grenade

Siwar wrote:

Hand: Valet, The Lady of Mysteries, Princeling, Swipe, Blessing of Osiris, Cloudburst,

Displayed: Eagle Aerie,
Deck: 13 Discard: 1 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 6
Product Reroll: Unused
NOTES:
Available Support: Local Skirmish or Task Barrier: Use my Diplomacy (1d12 + 7) (with Princeling 1d12 + 9)

Local Checks to Defeat Henchmen or Villain or Checks to Close: +2

Eagle Aerie: Local Recharge a card at the end of a turn to move.

Princeling: Local, reveal to add 2 to Diplomacy

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): Codex of Conversations, Fire Snake, Ruby of Charisma, Blessing of the Seventh Veil, Priest of Pharasma, Binder's Tome, Cleric of Nethys, Holy Feast, Wayfarer, Magnetic Grimoire
Recharged: Bound Elemental, Blessing of Qi Zhong, Samisen of Oracular Vision,
Discard Pile: Create Mindscape,
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
Notes for Flenta: Ship: Wormwood
Notes for Crimsi: Ship: Dowager Queen
Notes for Telessel: Ship: Magpie Princess
Notes for Lini: Ship: Truewind
Notes for Siwar: Ship: Sanbalot

Flenta - Pinnacle Atoll 1-10 remain
Lini - Scar Bay CLOSED
Lonely Island 1-10 remain
Crimsi, Siwar - Fringes of the Eye 1-10 remain
Raker Shoals 1-10 remain
Telessel - Shark Island 1-10 remain


During This Adventure:

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

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

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

To win the scenario, close all locations.

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

Defeated Pile: 0

Additional Rules: Story Banes
Villain: None
Henchmen (Closing): Enemy Ships

Enemy Ship:

Henchman
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hammerhead Shark:

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

Scenario Level (#): 6

Turn: 3, Flenta/Hawkmoon

Random Cards:

Monsters
Spoiler:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

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

Spoiler:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

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

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

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

Spoiler:
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:
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:
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:
Firedrake Trap
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.

Weapons
Spoiler:
Furious Broadsword +2
SS
Weapon 6
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.

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

Spoiler:
Falchion +3
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spoiler:
Shoanti Earthbreaker
IH4
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.

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

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

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

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

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

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

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

Spoiler:
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.

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

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

Items
Spoiler:
Occularium Vestments
IH5
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:
Ritual Censer
IH4
Item P
Traits:
Object
Magic
Divine
Owner: Shardra
To Acquire:
Wisdom
Divine 8
Display this card. While displayed, add 1d6 to your check against a spell or any check to close your location. At the end of your turn, recharge this card.

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

Spoiler:
Horn of Valenhall
IH4
Item P
Traits:
Instrument
Magic
Veteran
Owner: Hakon
To Acquire:
Wisdom
Charisma 7
Recharge this card to add 1d4 plus the scenario's adventure deck number to any check by a character at your location.

If you have the Skald trait, display this card when another character at your location attempts a combat check. While displayed, add 1d6 to any combat check by a character at your location, plus 1 for each character at your location. At the end of the turn, recharge this card.


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.

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

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

Spoiler:
Leryn
IH5
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:
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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

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

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

Current Hour:

Blessing of 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Telessel/Iceman91:
Spoiler:
Hourglass Card 2 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 3 Lini/Noasarc:
Spoiler:
Hourglass Card 3 Lini/Noasarc
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 4 Siwar/NathanDavis:
Spoiler:
Hourglass Card 4 Siwar/NathanDavis
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 5 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 5 Flenta/Hawkmoon
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Crimsi/Gimry:
Spoiler:
Hourglass Card 6 Crimsi/Gimry
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Telessel/Iceman91:
Spoiler:
Hourglass Card 7 Telessel/Iceman91
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 10 Flenta/Hawkmoon
Blessing of Sivanah
SS
Blessing C
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 15 Flenta/Hawkmoon
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Crimsi/Gimry:
Spoiler:
Hourglass Card 16 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 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 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 19 Siwar/NathanDavis:
Spoiler:
Hourglass Card 19 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 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 the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 Telessel/Iceman91:
Spoiler:
Hourglass Card 22 Telessel/Iceman91
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Lini/Noasarc:
Spoiler:
Hourglass Card 23 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 24 Siwar/NathanDavis:
Spoiler:
Hourglass Card 24 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 25 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 25 Flenta/Hawkmoon
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 26 Crimsi/Gimry:
Spoiler:
Hourglass Card 26 Crimsi/Gimry
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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: Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Flenta/Hawkmoon, None

Pinnacle Atoll Card 1 (Blessing of Besmara):
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Pinnacle Atoll Card 2:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Pinnacle Atoll Card 3:
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.
Pinnacle Atoll Card 4:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Pinnacle Atoll Card 5:
Seaweed Siren
SS
Monster 6
Traits:
Aberration
Siren
Aquatic
To Defeat:
Wisdom 12
THEN Wisdom 12
THEN Wisdom 12
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Pinnacle Atoll Card 6:
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.
Pinnacle Atoll Card 7:
Enemy Ship
SS
Henchman C
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Pinnacle Atoll Card 8:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Pinnacle Atoll Card 9:
Biter
IH2
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

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

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

Location #3: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Lonely Island Card 1:
Flaming Buckler Gun
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Lonely Island Card 2:
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.
Lonely Island Card 3:
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.
Lonely Island Card 4:
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Lonely Island Card 5:
Ring of the Sea Strider
SS
Item 5
Traits:
Accessory
Magic
Aquatic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
Lonely Island Card 6:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Lonely Island Card 7:
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.
Lonely Island 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.
Lonely Island Card 9:
Flaming Falcata +3
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Lonely Island Card 10:
Righteousness
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Location #4: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Crimsi/Gimry, Siwar/NathanDavis, None
Fringes of the Eye Card 1 (Cannonade):
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.
Fringes of the Eye Card 2:
Teleportation Trap
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Fringes of the Eye Card 3:
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.
Fringes of the Eye Card 4:
Ambush
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Fringes of the Eye Card 5:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Fringes of the Eye Card 6:
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.
Fringes of the Eye Card 7:
Master of the Gales
SS
Ally 6
Traits:
Human
Druid
Pirate
To Acquire:
Charisma
Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fringes of the Eye Card 8:
Arronax Endymion
SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fringes of the Eye Card 9:
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.
Fringes of the Eye Card 10:
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.

Location #5: 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 (Fuse Grenade):
Fuse Grenade
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Raker Shoals Card 2:
Albatross Soup
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
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:
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.
Raker Shoals Card 5:
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.
Raker Shoals Card 6:
Alkenstar Pistol
IH4
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.
Raker Shoals Card 7:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Raker Shoals Card 8:
Vomit Twin
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
Raker Shoals Card 9:
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.
Raker Shoals Card 10:
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.

Location #6: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Telessel/Iceman91, None
Shark Island 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.
Shark Island Card 2:
Fortified Breastplate
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Shark Island Card 3:
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Shark Island Card 4:
Blasting Pistol +2
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Shark Island Card 5:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Shark Island Card 6:
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.
Shark Island Card 7:
O-Yoroi
IH6
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.

Shark Island Card 8:
Insanity Daemon
SS
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
Shark Island Card 9:
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.
Shark Island Card 10:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Location #7: 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: Flenta's Wormwood
Plunder Pile Card 1:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Crimsi's Dowager Queen
Plunder Pile Card 1:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

Location #9: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Telessel's Magpie Princess
Plunder Pile Card 1:
Invigorating Kukri +1
SS
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

Location #10: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lini's Truewind
Plunder Pile Card 1:
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.
Plunder Pile Card 2:
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.

Location #11: 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: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Siwar's Sanbalot
Plunder Pile Card 1:
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.


Deck Handler

DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

TURN: 3
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.

LOCATION: Pinnacle Atoll
AT THIS LOCATION: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.

Free exploration: Blessing of Besmara
Hirgenzosk?: 1d12 ⇒ 12 No
Reveal Evangelist
Dexterity 5: 1d6 + 1 ⇒ (5) + 1 = 6
Success
Acquired

Discard Magic Spyglass to examine the top 3 of my location:
Sandbar
Werecrocodile
Illusory Wall

Make it:
Werecrocodile
Illusory Wall
Sandbar

Discard Blessing of Besmara to explore: Werecrocodile
Hirgenzosk?: 1d12 ⇒ 6 No
Wand of Enervation: 2d4 ⇒ (3, 3) = 6
Discard (recharge) Dragonbane Greatsword, reveal Evangelist
Combat 18+5-6=17: 1d10 + 6 + 1d12 + 2 + 1d10 + 1 ⇒ (1) + 6 + (10) + 2 + (2) + 1 = 22
Success

End my turn
Recovery: Recharge Wand of Enervation

Flenta wrote:

HAND: Greatclub +3, Enervation, Scrying, Evangelist, Salvator Scream, Blessing of Norgorber

DISPLAYED:
Deck: 14 | Discards: 2 | Bury Pile: 0
Current Location: Pinnacle Atoll
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Pinnacle Atoll, Shark Island, Raker Shoals, Fringes of the Eye, Lonely Island, Scar Bay


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) 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.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh
Notes for Flenta: Ship: Wormwood
Notes for Crimsi: Ship: Dowager Queen
Notes for Telessel: Ship: Magpie Princess
Notes for Lini: Ship: Truewind
Notes for Siwar: Ship: Sanbalot

Flenta - Pinnacle Atoll 4,2,5-10 remain // 2=Sandbar, 4=Illusory Wall
Lini - Scar Bay CLOSED
Lonely Island 1-10 remain
Crimsi, Siwar - Fringes of the Eye 1-10 remain
Raker Shoals 1-10 remain
Telessel - Shark Island 1-10 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 the Gods
Hour Power:No effect.
Location: Fringes of the Eye
Location Power:The difficulty of checks to defeat barriers is increased by 3.
Adventure Powers:
Scenario Powers:

  • Sailing the Dowager Queen
  • The difficulty to defeat ships is increased by the number of open locations.
  • If your ship is wrecked at the end of your move step, put it in a defeated pile next to the scenario and choose another ship from the box to be your ship. If there are more ships in the defeated pile than the number of characters, you lose the scenario.

    Start of Turn examine my location: -> Cannonade
    SoT Examine Location: 1d6 ⇒ 2 -> Scar Bay - Closed

    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.

    Diplomacy(Siwar) 19(10+6+3): 1d12 + 9 + 1d12 ⇒ (1) + 9 + (7) = 17

    Roll Details:

    Diplomacy - 1d12+9 (Siwar)
    Blessed - 1d12

    Use Carnival to bless

    Flip the 1 to a 12. 28 will pass

    EoT Examine My Location: -> Teleportation Trap
    EoT Examine Location: 1d6 ⇒ 5 -> Raker Shoals - Fuse Grenade

    "

    Crimsi wrote:

    Hand: Guardian Bow, Seeking Longbow, Elixer of Healing, Brooch of Protection, Belt of Physical Might, Eries Yelloweyes,

    Displayed: Wyvern Poison,
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Fringes of the Eye
    Hero Points: 4
    Used: 0
    NOTES:
    Other: Paizo reroll used: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathbane Light Crossbow, Blessing of the Boss, Animalbane Crossbow +2, Rogue Ape, The Winged Serpent, Velociraptor, The Cyclone, Skoan-quah Boneslayer, Thieves' Tools, Planar Crossbow +2, Emerald of Dexterity, Impervious Chain Shirt, Moon Maiden Armor
    Recharged:
    Discard Pile: 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 (☑ your location and) a random location. (☑ Then you may encounter any Bow or Fire cards you examined.)
    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) (☑ 1d8) .
    ☑ When you would discard a Bow weapon for its power, you may recharge it instead.

    "

    Board Status
    Most Recent BR Refresh
    Notes for Flenta: Ship: Wormwood
    Notes for Crimsi: Ship: Dowager Queen
    Notes for Telessel: Ship: Magpie Princess
    Notes for Lini: Ship: Truewind
    Notes for Siwar: Ship: Sanbalot

    Flenta - Pinnacle Atoll 4,2,5-10 remain // 2=Sandbar, 4=Illusory Wall
    Lini - Scar Bay CLOSED
    Lonely Island 1-10 remain
    Crimsi, Siwar - Fringes of the Eye 2-10 remain // 2-Teleportation Trap
    Raker Shoals 1-10 remain // 1-Fuse Grenade
    Telessel - Shark Island 1-10 remain


  • Deck Handler

    Off-turn: no activity

    Telessel's turn
    Hour of Achaekek

    SoT: Summon Hammerhead Shark
    Reveal Vindicator, Hunter, Deadly
    Cannot fail Combat 15 with three dice +14

    Stay at Shark Island

    Forgo free explore.

    Recharge Dwarf Allosaurus to explore #1: Giant Jellyfish
    Reveal Vindicator, Hunter, Deadly, trigger piercing vuln and allosaurus
    Combat 18(22): 1d8 + 5 + 1d10 + 1 + 1d6 + 6 + 2 + 1d8 + 2d6 ⇒ (4) + 5 + (6) + 1 + (6) + 6 + 2 + (7) + (1, 3) = 41 Success w/ overkill

    Allosaurus ate well, so move to lonely island and explore #1: Flaming Buckler Gun
    Trigger island bonus
    Ranged 10: 1d8 + 5 + 1d4 ⇒ (1) + 5 + (2) = 8 Fail

    Discard Yelthian to move back to Shark Island and explore #2: Fortified Breastplate
    No chance - banish

    Discard Shining Wayfinder to examine Sea Serpent, shuffle, then explore #1d8 + 2 ⇒ (1) + 2 = 3: Sea Serpent
    Reveal Spear, Hunter, Deadly, trigger wayfinder
    Combat 21: 1d10 + 5 + 1d12 + 1 + 1d6 + 6 + 2 + 1d6 ⇒ (10) + 5 + (7) + 1 + (4) + 6 + 2 + (3) = 38 Success
    AYA: Magpie suffers 1d4 + 1 ⇒ (3) + 1 = 4 structural, which the Princess reduces by 1d4 ⇒ 2. Discard Spear and Savored Sting to absorb the rest

    Discard The Cyclone to explore #1d8 + 3 ⇒ (4) + 3 = 7: O-Yoroi
    Use the blessing to evade and explore 1d8 + 3 ⇒ (1) + 3 = 4: Blasting Pistol +2
    Not interested - banish

    End turn

    Telessel wrote:

    Hand: Vindicator, Major Cure, Compass, Hatchetbird, Blessing of the Ancients, The Twin,

    Displayed:
    Deck: 11 Discard: 5 Buried: 0
    Hero Points: 3
    Accessory reroll: N
    NOTES:
    Available Support: Major Cure and Blessings (esp if recharged) are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Impervious Chain Shirt, Moon Maiden Armor, Boots of Teleportation, Blessing of Wind and Waves, Animalbane Crossbow +2, Deathbane Throwing Axe, Pirate's Favor, The Winged Serpent, Belt of Physical Might, Marksman's Bow
    Recharged: Dwarf Allosaurus,
    Discard Pile: Yelthian, Shining Wayfinder, Wendifisa Spear, The Savored Sting, The Cyclone,
    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) (☑ or Elf or Human) bane, add 1d6 (☑ +#).
    Cunning: On your Knowledge or Perception check against a bane (☑ or your check before or after you act), add 1d8.
    Nimble: ☑ You may evade your encounter with a monster
    Deadly: ☑ On your combat check, when you play a weapon, add 2 (▢ 4).

    Board Status
    Most Recent BR Refresh
    Notes for Flenta: Ship: Wormwood
    Notes for Crimsi: Ship: Dowager Queen
    Notes for Telessel: Ship: Magpie Princess
    Notes for Lini: Ship: Truewind
    Notes for Siwar: Ship: Sanbalot

    Flenta - Pinnacle Atoll 4,2,5-10 remain // 2=Sandbar, 4=Illusory Wall
    Lini - Scar Bay CLOSED
    Lonely Island 2-10 remain
    Crimsi, Siwar - Fringes of the Eye 2-10 remain // 2-Teleportation Trap
    Raker Shoals 1-10 remain // 1-Fuse Grenade
    Telessel - Shark Island 5-10 remain // Shuffled


    Deck Handler

    Hour: Sivanah

    Start of turn.

    Move to Lonely Island, free explore card #2: Cannonade
    Free d4 from location, recharge Droogami, display Tricorne.
    Survival 10+6: 1d10 + 6 + 1d8 + 1d4 + 1d4 ⇒ (7) + 6 + (1) + (1) + (3) = 18
    Success, discard Stone Axe +1 and Aspect of the Hawk to damage.

    Use my command ship ability discarding a blessing from the blessing deck to recharge a card:
    1d11 ⇒ 8 => Reed Moccasin recharged.

    End turn, reset hand.

    Still weary from her last battle, Lini heads off to rest on Lonely Island...unfortunately she runs into a Cannonade! She manages to handle the situation but decides to take some time to recover.

    Offturn(Siwar's turn): Cast cure on self.
    1d4 + 1 ⇒ (4) + 1 = 5

    Lini is healed for 5: (Aspect of the Hawk, Moose, Blessing of Nivi Rhombodazzle, Archaeopteryx, Stone Axe +1). Deck shuffled.

    Lini attempts to recover all cards in She/Her Recovery pile.
    Cure: Divine #: 1d10 + 5 + 1d4 ⇒ (3) + 5 + (3) = 11 -> Cure recharged.

    Lini wrote:

    Hand: Coat of Mist, Besmara's Tricorne, Fire Gecko, Vampire Squid, Blessing of the Green Faith, Blessing of Chaldira Zuzaristan,

    Displayed:
    Deck: 11 Discard: 5 Buried: 0
    Hero Points: 4
    Used Accessory re-roll: N
    NOTES:
    Available Support: Blessings available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Eruption, Moose, Archaeopteryx, Aspect of the Hawk, Stone Axe +1, Reed Moccasin, Blessing of Nivi Rhombodazzle, Droogami
    Recharged: Cure,
    Discard Pile: Angelstep, Druid of the Green Faith, Blessing of the Everbloom, Fireblade, Cloud Puff,
    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
    Perception: 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 (☐ 2d6)(☐ 3d6). If you succeed at the check, recharge the displayed card; otherwise bury (☐ or discard) it.
    ☐ If a card that has the Animal trait is played on your check, blessings played on that check may add d12 instead of the normal die.
    ☑ You gain the skill Perception: Wisdom +2.
    ☑ When a character at your location encounters a card that has the Animal trait, you may recharge (☑ or reveal) a card to allow that character to evade the encounter (☐ and you may immediately encounter the card.)

    Board Status
    Most Recent BR Refresh
    Notes for Flenta: Ship: Wormwood
    Notes for Crimsi: Ship: Dowager Queen
    Notes for Telessel: Ship: Magpie Princess
    Notes for Lini: Ship: Truewind
    Notes for Siwar: Ship: Sanbalot
    DIscard 1 card from the blessing deck

    Flenta - Pinnacle Atoll 4,2,5-10 remain // 2=Sandbar, 4=Illusory Wall
    Lini - Scar Bay CLOSED
    Lonely Island 3-10 remain
    Crimsi, Siwar - Fringes of the Eye 2-10 remain // 2-Teleportation Trap
    Raker Shoals 1-10 remain // 1-Fuse Grenade
    Telessel - Shark Island 5-10 remain // Shuffled


    Deck Handler // Searching for: Ally 6 > Spell 6 > Item 6

    Hour of Norgorber

    When Lini heals, discard Blessing of Osiris

    Additional healing: 1d4 ⇒ 1

    Give card to Crimsi: The Lady of Mysteries
    Move to Pinnacle Atoll
    Free explore and encounter Illusory Wall

    Hirgenzosk?: 1d12 ⇒ 6 No
    Flenta recharges Blessing of Norgorber
    Arcane 12: 1d12 + 5 + 1d12 ⇒ (9) + 5 + (12) = 26 Banished. Reload Sandbar

    End of turn, Eagle Aerie: recharge Valet to move back to Fringes of the Eye

    Siwar sails in to remove the illusory Sandbar from Flenta's path.

    Siwar wrote:

    Hand: Priest of Pharasma, Wayfarer, Princeling, Binder's Tome, Swipe, Fire Snake, Cloudburst,

    Displayed: Eagle Aerie,
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Fringes of the Eye
    Hero Points: 6
    Product Reroll: Unused
    NOTES:
    Available Support: Local Skirmish or Task Barrier: Use my Diplomacy (1d12 + 7) (with Princeling 1d12 + 9)

    Local Checks to Defeat Henchmen or Villain or Checks to Close: +2

    Eagle Aerie: Local Recharge a card at the end of a turn to move.

    Princeling: Local, reveal to add 2 to Diplomacy

    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): Magnetic Grimoire, Holy Feast, Codex of Conversations, Ruby of Charisma, Blessing of the Seventh Veil, Cleric of Nethys
    Recharged: Bound Elemental, Blessing of Qi Zhong, Samisen of Oracular Vision, Valet,
    Discard Pile: Create Mindscape, Blessing of Osiris,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 [ooc]☐ +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: Ship: Wormwood
    Recharge Blessing of Norgorber

    Notes for Crimsi: Ship: Dowager Queen
    Crimsi should've taken 2 Structural Damage on the last turn.
    Given The Lady of Mysteries

    Notes for Telessel: Ship: Magpie Princess
    Notes for Lini: Ship: Truewind
    Heal 1 more card

    Notes for Siwar: Ship: Sanbalot

    Flenta - Pinnacle Atoll 1-7 remain // 7=Sandbar
    Scar Bay CLOSED
    Lini - Lonely Island 1-8 remain
    Crimsi, Siwar - Fringes of the Eye 1-9 remain // 1-Teleportation Trap
    Raker Shoals 1-10 remain // 1-Fuse Grenade
    Telessel - Shark Island 1-6 remain


    During This Adventure:

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

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

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

    To win the scenario, close all locations.

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

    Defeated Pile: 0

    Additional Rules: Story Banes
    Villain: None
    Henchmen (Closing): Enemy Ships

    Enemy Ship:

    Henchman
    Type: Barrier
    Traits: Skirmish Aquatic
    To Defeat: None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Hammerhead Shark:

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

    Scenario Level (#): 6

    Turn: 8, Flenta/Hawkmoon

    Random Cards:

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

    Spoiler:
    Gargiya
    SS
    Monster 6
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 25
    All damage from the Gargiya is Fire damage.
    If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.

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

    Spoiler:
    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:
    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.

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

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

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

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

    Weapons
    Spoiler:
    Falchion +3
    SS
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

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

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

    Spoiler:
    Elven Scimitar
    IH6
    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:
    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.

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

    Spoiler:
    Recast
    SS
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and choose a character to play a spell from his discard pile.
    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:
    Recast
    SS
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card and choose a character to play a spell from his discard pile.
    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:
    Seamantle
    SS
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    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.

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

    Spoiler:
    Paladin Helm
    IH1
    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:
    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:
    Flaming Buckler Gun
    SS
    Armor 6
    Traits:
    Shield
    Firearm
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    THEN Constitution
    Fortitude 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
    Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    If youa re proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Shinobi Shozoku
    IH6
    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.


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

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

    Spoiler:
    Teapot
    IH2
    Item P
    Traits:
    Object
    Owner: Harsk
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any Diplomacy or Perception check by a character at your location.

    When you play a boon that has the liquid trait, reveal this card to examine the top card of your location deck.


    Spoiler:
    Sniper Goggles
    SS
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Ranged
    Perception 13
    Reveal this card to add 4 to your Ranged combat or Perception check.

    Spoiler:
    Iron Knuckles
    IH5
    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.


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

    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 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 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 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.

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

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 1 Crimsi/Gimry
    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 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 2 Telessel/Iceman91
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Lini/Noasarc:
    Spoiler:
    Hourglass Card 3 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 4 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 4 Siwar/NathanDavis
    Blessing of Sivanah
    SS
    Blessing C
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 7 Telessel/Iceman91
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 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 Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 13 Lini/Noasarc:
    Spoiler:
    Hourglass Card 13 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 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 Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 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 19 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 19 Siwar/NathanDavis
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 20 Flenta/Hawkmoon
    Blessing of Geryon
    SS
    Blessing 6
    Traits:
    Divine
    Geryon
    To Acquire:
    Charisma
    Diplomacy 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 21 Crimsi/Gimry
    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: Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Flenta/Hawkmoon, None

    Pinnacle Atoll Card 1:
    Seaweed Siren
    SS
    Monster 6
    Traits:
    Aberration
    Siren
    Aquatic
    To Defeat:
    Wisdom 12
    THEN Wisdom 12
    THEN Wisdom 12
    The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
    If undefeated, search your deck and discard any allies, then shuffle your deck.
    Pinnacle Atoll Card 2:
    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.
    Pinnacle Atoll Card 3:
    Enemy Ship
    SS
    Henchman C
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
    Pinnacle Atoll Card 4:
    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.
    Pinnacle Atoll Card 5:
    Biter
    IH2
    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

    Pinnacle Atoll Card 6:
    Wizard's Hook
    SS
    Item 5
    Traits:
    Accessory
    Piercing
    Magic
    To Acquire:
    Arcane
    Melee
    Divine 10
    If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
    Pinnacle Atoll Card 7 (Sandbar):
    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.

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

    Location #3: Lonely Island
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    When Closing: Banish an ally.
    When Permanently Closed: On closing, draw a random ally from the box and recharge it.
    M: 0 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Lini/Noasarc, None

    Lonely Island Card 1:
    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.
    Lonely Island Card 2:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
    Lonely Island Card 3:
    Ring of the Sea Strider
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
    Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
    Lonely Island Card 4:
    Enemy Ship
    SS
    Henchman B
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
    Lonely Island Card 5:
    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.
    Lonely Island Card 6:
    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.
    Lonely Island Card 7:
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Lonely Island Card 8:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Location #4: Fringes of the Eye
    At This Location: The difficulty of checks to defeat barriers is increased by 3.
    When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
    When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
    M: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: Crimsi/Gimry, Siwar/NathanDavis, None
    Fringes of the Eye Card 1 (Teleportation Trap):
    Teleportation Trap
    SS
    Barrier 6
    Traits:
    Trap
    Magic
    To Defeat:
    Intelligence
    Arcane 13
    If defeated, you may move any number of characters at your location to a location of your choice.
    If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
    Fringes of the Eye Card 2:
    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.
    Fringes of the Eye 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.
    Fringes of the Eye Card 4:
    Enemy Ship
    SS
    Henchman B
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
    Fringes of the Eye Card 5:
    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.
    Fringes of the Eye Card 6:
    Master of the Gales
    SS
    Ally 6
    Traits:
    Human
    Druid
    Pirate
    To Acquire:
    Charisma
    Diplomacy 14
    Bury this card to succeed at your non-combat check while on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Fringes of the Eye Card 7:
    Arronax Endymion
    SS
    Ally 5
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Charisma
    Diplomacy 13
    Banish this card to succeed at your check to defeat a henchman.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Fringes of the Eye Card 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.
    Fringes of the Eye Card 9:
    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.

    Location #5: 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 (Fuse Grenade):
    Fuse Grenade
    SS
    Item 6
    Traits:
    Liquid
    Attack
    Bludgeoning
    Fire
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 13
    For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
    Raker Shoals Card 2:
    Albatross Soup
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 15
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    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:
    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.
    Raker Shoals Card 5:
    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.
    Raker Shoals Card 6:
    Alkenstar Pistol
    IH4
    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.
    Raker Shoals Card 7:
    Enemy Ship
    SS
    Henchman B
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
    Raker Shoals Card 8:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane
    To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
    Raker Shoals Card 9:
    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.
    Raker Shoals Card 10:
    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.

    Location #6: Shark Island
    At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    When Closing: Summon and defeat the henchman Hammerhead Shark.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Telessel/Iceman91, O-Yoroi
    Shark Island Card 1:
    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.
    Shark Island Card 2:
    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.
    Shark Island Card 3:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Shark Island Card 4:
    Insanity Daemon
    SS
    Monster 5
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
    Shark Island Card 5:
    O-Yoroi
    IH6
    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.

    Shark Island Card 6:
    Enemy Ship
    SS
    Henchman B
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Location #7: 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: Flenta's Wormwood
    Plunder Pile Card 1:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    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: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Crimsi's Dowager Queen
    Plunder Pile Card 1:
    Pearl of Magic
    SS
    Item 6
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

    Location #9: Plunder Pile
    At This Location: This is not a location. It is a plunder pile.
    When Closing:
    When Permanently Closed: .
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Telessel's Magpie Princess
    Plunder Pile Card 1:
    Invigorating Kukri +1
    SS
    Weapon 4
    Traits:
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Divine 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

    Location #10: Plunder Pile
    At This Location: This is not a location. It is a plunder pile.
    When Closing:
    When Permanently Closed: .
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Lini's Truewind
    Plunder Pile Card 1:
    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.
    Plunder Pile Card 2:
    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.

    Location #11: 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: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Siwar's Sanbalot
    Plunder Pile Card 1:
    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.


    Deck Handler

    Recharge Blessing of Norgorber

    DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
    When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

    TURN: 8
    HOUR: Blessing of Geryon
    WHEN THIS IS THE HOUR: No effect.

    LOCATION: Pinnacle Atoll
    AT THIS LOCATION: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.

    Play Scrying to examine Fringes of the Eye for Barriers
    1: Teleportation Trap
    2: Blessing of Achaekek
    3: Ambush
    Shuffle Blessing of Achaekek back in.
    Place Teleportation Trap and Ambush on the bottom.
    Random spell pulled out of my pocket: Illuminate

    Free exploration: Seaweed Siren
    This is not good.
    Pause to discuss....


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

    Turn update - Forgot to post Structural damage. Discard Yelloweyes and Brooch of protection

    "

    Crimsi wrote:

    Hand: Guardian Bow, Seeking Longbow, Elixer of Healing, Animalbane Crossbow +2, Belt of Physical Might, The Winged Serpent,

    Displayed: Wyvern Poison,
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Fringes of the Eye
    Hero Points: 4
    Used: 0
    NOTES:
    Other: Paizo reroll used: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thieves' Tools, Blessing of the Boss, Impervious Chain Shirt, Velociraptor, The Cyclone, Moon Maiden Armor, Rogue Ape, Emerald of Dexterity, Deathbane Light Crossbow, Planar Crossbow +2, Skoan-quah Boneslayer
    Recharged:
    Discard Pile: The Carnival, Eries Yelloweyes, Brooch of Protection,
    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 (☑ your location and) a random location. (☑ Then you may encounter any Bow or Fire cards you examined.)
    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) (☑ 1d8) .
    ☑ When you would discard a Bow weapon for its power, you may recharge it instead.

    "


    Deck Handler

    Resuming turn.
    Hirgenzosk?: 1d12 ⇒ 2 No

    I'm going to try for this...
    Burn a blessing for Wormwood's power, recharge Enervation, recharge Evangelist
    Wisdom 12: 1d6 + 1d12 + 3 + 1d6 ⇒ (3) + (3) + 3 + (1) = 10
    I'll use a hero point to reroll that
    Wisdom 12: 1d6 + 1d12 + 3 + 1d6 ⇒ (6) + (6) + 3 + (5) = 20
    Success
    Burn a blessing for Wormwood's power, Lini's Blessing of the Green Faith
    Wisdom 12: 1d6 + 1d12 + 1d6 ⇒ (1) + (1) + (1) = 3
    Hero point, because that is awful....
    Wisdom 12: 1d6 + 1d12 + 1d6 ⇒ (6) + (6) + (6) = 18
    Success
    Burn a blessing for Wormwood's power, The Winged Serpent
    Wisdom 12: 1d6 + 1d12 + 1d6 ⇒ (1) + (6) + (4) = 11
    Accessory on the 1 from the first d6...
    Wisdom 12: 1d6 + 10 ⇒ (4) + 10 = 14
    Success
    Defeated

    Ending my turn.

    Flenta wrote:

    HAND: Flaming Ranseur +3, Greatclub +3, Infernal Healing, Letter of Marque, Salvator Scream, The Eclipse

    DISPLAYED:
    Deck: 14 | Discards: 2 | Bury Pile: 0
    Current Location: Pinnacle Atoll
    Hero Points: 0
    Accessory Reroll Status: 0-5D
    NOTES:
    LOCATION PREFERENCE: Pinnacle Atoll, Shark Island, Raker Shoals, Fringes of the Eye, Lonely Island, Scar Bay


    SKILLS AND POWERS:
    SKILLS
    STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
      MELEE: STRENGTH+2
    DEXTERITY: d6 ☐+1 ☐+2
      ACROBATICS: DEXTERITY+2
    CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
    INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
      KNOWLEDGE: INTELLIGENCE+2
    WISDOM: d6 ☐+1
    CHARISMA: d6 ☐+1 ☐+2
     
    POWERS
    HAND SIZE 5 ☒6 ☐7
    PROFICIENCIES ☒ Armor | Weapons | Arcane Item
    After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) 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.
     
    FAVORED CARD TYPE: Weapon or Spell

    Board Status

    Most Recent BR Refresh
    Burn 3 hours from the hour glass/blessings deck.

    Notes for Flenta: Ship: Wormwood
    Notes for Crimsi: Ship: Dowager Queen
    Crimsi should've taken 2 Structural Damage on the last turn.
    Given The Lady of Mysteries
    Recharge The Winged Serpent

    Notes for Telessel: Ship: Magpie Princess
    Notes for Lini: Ship: Truewind
    Heal 1 more card
    Rechage Blessing of the Green Faith

    Notes for Siwar: Ship: Sanbalot

    Flenta - Pinnacle Atoll 2-7 remain // 7=Sandbar
    Scar Bay CLOSED
    Lini - Lonely Island 1-8 remain
    Crimsi, Siwar - Fringes of the Eye Shuffled{2,4-9} THEN 1,3 remain // 1-Teleportation Trap, 3-Ambush
    Raker Shoals 1-10 remain // 1-Fuse Grenade
    Telessel - Shark Island 1-6 remain


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

    Using Blessing 4

    ========================
    Crimsi starts her turn.
    Hour: Blessing of Sivanah
    Hour Power:No effect.
    Location: Fringes of the Eye
    Location Power:The difficulty of checks to defeat barriers is increased by 3.
    Adventure Powers:
    Scenario Powers:

  • Sailing the Dowager Queen
  • The difficulty to defeat ships is increased by the number of open locations.
  • If your ship is wrecked at the end of your move step, put it in a defeated pile next to the scenario and choose another ship from the box to be your ship. If there are more ships in the defeated pile than the number of characters, you lose the scenario.

    Start of Turn examine my location: -> Teleportation Trap
    SoT Examine Location: 1d6 ⇒ 2 -> Scar Bay - Closed

    I'm not taking the Teleporation Trap...
    Move to Raker Shoals

    Fuse Grenade:

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

    Craft 13: 1d6 + 5 + 1d8 ⇒ (4) + 5 + (3) = 12

    Roll Details:

    Craft - 1d6+5
    Fire Master - 1d8

    Use Lady of Mysteries

    Draw: Deathbane Light Crossbow, Rogue Ape, The Cyclone
    Recharge: Deathbane Light Crossbow, Seeking Longbow, Guardian Bow

    Then Explore

    Albatross Soup:

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

    BYA: Bury Thieves Tools
    Banish Rogue Ape to evade and banish the barrier

    Elixir of Healing: 1d4 + 1 ⇒ (2) + 1 = 3

    Crimsi is healed for 3: (The Carnival, Eries Yelloweyes, The Lady of Mysteries). Deck shuffled.

    EoT Examine My Location: -> Blessing of the Gods
    EoT Examine Location: 1d6 ⇒ 6 -> Shark Island - Giant Spyglass Octopus

    "

    Crimsi wrote:

    Hand: Animalbane Crossbow +2, Belt of Physical Might, Skoan-quah Boneslayer, Velociraptor, The Cyclone,

    Displayed: Wyvern Poison, Moon Maiden Armor,
    Deck: 11 Discard: 1 Buried: 1
    Current Location: Raker Shoals
    Hero Points: 4
    Used: 0
    NOTES:
    Other: Paizo reroll used: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Seeking Longbow, Guardian Bow, The Winged Serpent, Impervious Chain Shirt, Blessing of the Boss, Deathbane Light Crossbow, The Lady of Mysteries, The Carnival, Emerald of Dexterity, Planar Crossbow +2, Eries Yelloweyes
    Recharged:
    Discard Pile: Brooch of Protection,
    Buried Pile: Thieves' Tools,

    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 (☑ your location and) a random location. (☑ Then you may encounter any Bow or Fire cards you examined.)
    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) (☑ 1d8) .
    ☑ When you would discard a Bow weapon for its power, you may recharge it instead.

    "

    Board Status
    Most Recent BR Refresh
    Burn 3 hours from the hour glass/blessings deck.

    Notes for Flenta: Ship: Wormwood
    Notes for Crimsi: Ship: Dowager Queen
    Notes for Telessel: Ship: Magpie Princess
    Notes for Lini: Ship: Truewind
    Heal 1 more card
    Rechage Blessing of the Green Faith

    Notes for Siwar: Ship: Sanbalot

    Flenta - Pinnacle Atoll 2-7 remain // 7=Sandbar
    Scar Bay CLOSED
    Lini - Lonely Island 1-8 remain
    Siwar - Fringes of the Eye Shuffled{2,4-9} THEN 1,3 remain // 1-Teleportation Trap, 3-Ambush
    Crimsi - Raker Shoals 3-10 remain // 3 - Blessing of the Gods
    Telessel - Shark Island 1-6 remain // 1 - Giant Spyglass Octopus


  • Deck Handler

    Off-turn, let's see what Crimsi really spies on top of the Fringes
    2,4-9: 1d7 ⇒ 2: Enemy Ship

    Telessel's turn
    Hour of the Gods (#5)

    SoT: Summon Hammerhead Shark
    Reveal Vindicator, Hunter, Deadly
    Cannot fail Combat 15 with three dice +14

    Free explore of #1: Giant Spyglass Octopus
    BA: Hunter, Cunning
    Cannot fail Dex 12 with three dice +9

    CtD 1: Reveal Vindicator, Hunter, Deadly
    Combat 18: 1d8 + 5 + 1d10 + 1 + 1d6 + 6 + 2 ⇒ (1) + 5 + (8) + 1 + (3) + 6 + 2 = 26 Success

    CtD 2: Reveal Vindicator, Hunter, Deadly
    Combat 18: 1d8 + 5 + 1d10 + 1 + 1d6 + 6 + 2 ⇒ (1) + 5 + (3) + 1 + (1) + 6 + 2 = 19 Success

    Discard Compass to explore #2: Blessing of Hshurha
    Survival 7: 1d10 + 5 ⇒ (9) + 5 = 14 Success

    Discard The Twin to explore #3: Shark-Eating Crab
    Easy kill, but let's use the Twin to recharge it and explore again. #4: Insanity Daemon
    BA: Fail, unimportant
    CtD: Reveal Vindicator, Hunter, Deadly
    Combat 20: 1d8 + 5 + 1d10 + 1 + 1d6 + 6 + 2 ⇒ (6) + 5 + (8) + 1 + (5) + 6 + 2 = 33 Success
    AA: Cannot fail Wis 10 with three dice +12

    Discard Recharge BotA to examine and explore #5: O-Yoroi
    Con 5: 1d6 ⇒ 3 Paizo reroll
    Con 5: 1d6 ⇒ 5 Success

    Cast Major Cure and heal 1d4 + 2 ⇒ (1) + 2 = 3: The Twin, The Savored Sting, Compass

    End turn
    Save the enemy ship for next time

    Telessel wrote:

    Hand: Vindicator, Boots of Teleportation, Hatchetbird, Blessing of Hshurha, The Winged Serpent, The Twin,

    Displayed:
    Deck: 12 Discard: 5 Buried: 0
    Hero Points: 3
    Accessory reroll: Y
    NOTES:
    Available Support: Blessings (esp if recharged) are available. Can plan ahead with Boots to be at any location for support.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Impervious Chain Shirt, Animalbane Crossbow +2, The Savored Sting, Belt of Physical Might, Blessing of Wind and Waves, Deathbane Throwing Axe, Pirate's Favor, Moon Maiden Armor, Dwarf Allosaurus, Blessing of the Ancients, Compass, Marksman's Bow
    Recharged:
    Discard Pile: Yelthian, Shining Wayfinder, Wendifisa Spear, The Cyclone, O-Yoroi,
    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) (☑ or Elf or Human) bane, add 1d6 (☑ +#).
    Cunning: On your Knowledge or Perception check against a bane (☑ or your check before or after you act), add 1d8.
    Nimble: ☑ You may evade your encounter with a monster
    Deadly: ☑ On your combat check, when you play a weapon, add 2 (▢ 4).

    Board Status
    Most Recent BR Refresh
    Burn 3 hours from the hour glass/blessings deck.

    Notes for Flenta: Ship: Wormwood
    Notes for Crimsi: Ship: Dowager Queen
    Notes for Telessel: Ship: Magpie Princess
    Notes for Lini: Ship: Truewind
    Heal 1 more card
    Rechage Blessing of the Green Faith

    Notes for Siwar: Ship: Sanbalot

    Flenta - Pinnacle Atoll 2-7 remain // 7=Sandbar
    Scar Bay CLOSED
    Lini - Lonely Island 1-8 remain
    Siwar - Fringes of the Eye 2 THEN shuffled {4-9} THEN 1, 3 remain // 2 - Enemy Ship, 1 - Teleportation Trap, 3 - Ambush
    Crimsi - Raker Shoals 3-10 remain // 3 - Blessing of the Gods
    Telessel - Shark Island 6, 3 remain // 6 - Enemy Ship, 3 - Shark-Eating Crab


    During This Adventure:

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

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

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

    To win the scenario, close all locations.

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

    Defeated Pile: 0

    Additional Rules: Story Banes
    Villain: None
    Henchmen (Closing): Enemy Ships

    Enemy Ship:

    Henchman
    Type: Barrier
    Traits: Skirmish Aquatic
    To Defeat: None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Hammerhead Shark:

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

    Scenario Level (#): 6

    Turn: 11, Lini/Noasarc

    Random Cards:

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

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

    Spoiler:
    Dweller in the Deeps
    SS
    Monster 6
    Traits:
    Outsider
    Aquatic
    To Defeat:
    Combat 26
    The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
    Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

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

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

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

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

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

    Spoiler:
    Shoanti Earthbreaker
    IH4
    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.

    Spoiler:
    Bloodcrow Rapier
    IH4
    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:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

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

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

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

    Spoiler:
    Control Weather
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
    At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
    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 13 check to recharge this card instead of discarding it.

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

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

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

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

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

    Items
    Spoiler:
    Iron Knuckles
    IH5
    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:
    Dreamseeker's Staff
    IH6
    Item P
    Traits:
    Staff
    Magic
    Owner: Feiya
    To Acquire:
    Intelligence
    Arcane 9
    When you play a spell that has the Attack trait, reveal this card and discard a spell to add 1d8+1 to your combat check. If you succeed at the check, recharge a random spell from your discard pile.

    If you have the Witch trait, at the start of your turn, you may reveal this card and discard a spell to draw a card.


    Spoiler:
    Teapot
    IH2
    Item P
    Traits:
    Object
    Owner: Harsk
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any Diplomacy or Perception check by a character at your location.

    When you play a boon that has the liquid trait, reveal this card to examine the top card of your location deck.


    Spoiler:
    Seer's Headdress
    IH3
    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.


    Spoiler:
    Occularium Vestments
    IH5
    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.

    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:
    Audessa Reyquio
    SS
    Ally 4
    Traits:
    Human
    Aristocrat
    To Acquire:
    Dexterity
    Acrobatics 7
    THEN Charisma
    Diplomacy 10
    Reveal this card to add 1 to your check. You may play another ally on this check.
    Discard this card to explore your location.

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    Blessing of 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.

    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 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 1 Siwar/NathanDavis
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 2 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 3 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 3 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 4 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 4 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 5 Lini/Noasarc:
    Spoiler:
    Hourglass Card 5 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 6 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 6 Siwar/NathanDavis
    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 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 7 Flenta/Hawkmoon
    Blessing of Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 8 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 9 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 9 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 10 Lini/Noasarc:
    Spoiler:
    Hourglass Card 10 Lini/Noasarc
    Blessing of Norgorber
    SS
    Blessing 5
    Traits:
    Divine
    Norgorber
    To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 11 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 12 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 12 Flenta/Hawkmoon
    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 13 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 13 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 14 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 14 Telessel/Iceman91
    Blessing of Geryon
    SS
    Blessing 6
    Traits:
    Divine
    Geryon
    To Acquire:
    Charisma
    Diplomacy 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Lini/Noasarc:
    Spoiler:
    Hourglass Card 15 Lini/Noasarc
    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: Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Flenta/Hawkmoon, None

    Pinnacle Atoll Card 1:
    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.
    Pinnacle Atoll Card 2:
    Enemy Ship
    SS
    Henchman C
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
    Pinnacle Atoll Card 3:
    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.
    Pinnacle Atoll Card 4:
    Biter
    IH2
    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

    Pinnacle Atoll Card 5:
    Wizard's Hook
    SS
    Item 5
    Traits:
    Accessory
    Piercing
    Magic
    To Acquire:
    Arcane
    Melee
    Divine 10
    If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
    Pinnacle Atoll Card 6 (Sandbar):
    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.

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

    Location #3: Lonely Island
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    When Closing: Banish an ally.
    When Permanently Closed: On closing, draw a random ally from the box and recharge it.
    M: 0 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Lini/Noasarc, None

    Lonely Island Card 1:
    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.
    Lonely Island Card 2:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
    Lonely Island Card 3:
    Ring of the Sea Strider
    SS
    Item 5
    Traits:
    Accessory
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
    Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
    Lonely Island Card 4:
    Enemy Ship
    SS
    Henchman B
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
    Lonely Island Card 5:
    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.
    Lonely Island Card 6:
    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.
    Lonely Island Card 7:
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Lonely Island Card 8:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Location #4: Fringes of the Eye
    At This Location: The difficulty of checks to defeat barriers is increased by 3.
    When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
    When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
    M: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: Siwar/NathanDavis, None
    Fringes of the Eye Card 1 (Enemy Ship):
    Enemy Ship
    SS
    Henchman B
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
    Fringes of the Eye Card 2:
    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.
    Fringes of the Eye Card 3:
    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.
    Fringes of the Eye Card 4:
    Master of the Gales
    SS
    Ally 6
    Traits:
    Human
    Druid
    Pirate
    To Acquire:
    Charisma
    Diplomacy 14
    Bury this card to succeed at your non-combat check while on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Fringes of the Eye Card 5:
    Arronax Endymion
    SS
    Ally 5
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Charisma
    Diplomacy 13
    Banish this card to succeed at your check to defeat a henchman.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Fringes of the Eye Card 6:
    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.
    Fringes of the Eye Card 7:
    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.
    Fringes of the Eye Card 8 (Teleportation Trap):
    Teleportation Trap
    SS
    Barrier 6
    Traits:
    Trap
    Magic
    To Defeat:
    Intelligence
    Arcane 13
    If defeated, you may move any number of characters at your location to a location of your choice.
    If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
    Fringes of the Eye Card 9 (Ambush):
    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.

    Location #5: 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: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Crimsi/Gimry, None
    Raker Shoals Card 1 (Blessing of the Gods):
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Raker Shoals Card 2:
    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.
    Raker Shoals Card 3:
    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.
    Raker Shoals Card 4:
    Alkenstar Pistol
    IH4
    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.
    Raker Shoals Card 5:
    Enemy Ship
    SS
    Henchman B
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
    Raker Shoals Card 6:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane
    To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
    Raker Shoals Card 7:
    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.
    Raker Shoals 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.

    Location #6: Shark Island
    At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    When Closing: Summon and defeat the henchman Hammerhead Shark.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Telessel/Iceman91, O-Yoroi
    Shark Island Card 1 (Enemy Ship):
    Enemy Ship
    SS
    Henchman B
    Type: Barrier
    Traits:
    Skirmish
    Aquatic
    To Defeat:
    None
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
    Shark Island Card 2 (Shark-Eating Crab):
    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.

    Location #7: 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: Flenta's Wormwood
    Plunder Pile Card 1:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    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: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Crimsi's Dowager Queen
    Plunder Pile Card 1:
    Pearl of Magic
    SS
    Item 6
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

    Location #9: Plunder Pile
    At This Location: This is not a location. It is a plunder pile.
    When Closing:
    When Permanently Closed: .
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Telessel's Magpie Princess
    Plunder Pile Card 1:
    Invigorating Kukri +1
    SS
    Weapon 4
    Traits:
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Divine 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

    Location #10: Plunder Pile
    At This Location: This is not a location. It is a plunder pile.
    When Closing:
    When Permanently Closed: .
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Lini's Truewind
    Plunder Pile Card 1:
    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.
    Plunder Pile Card 2:
    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.

    Location #11: 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: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Siwar's Sanbalot
    Plunder Pile Card 1:
    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.


    Deck Handler

    Offturn, heal +1 card: Fireblade.

    Recharge Blessing of Green Faith.

    Start of turn, hour is Botg.

    Move to Raker Shoals, encounter card #1: Botg.

    Discard Fire Gecko, explore card #2: Ambush
    Reveal Tricorne, discard botg.
    Perception 9+6: 1d10 + 5 + 1d8 + 1d10 ⇒ (1) + 5 + (3) + (2) = 11
    Geez, let's try that again...using a Hero point.
    Perception 9+6: 1d10 + 5 + 1d8 + 1d10 ⇒ (3) + 5 + (6) + (10) = 24
    Much better, Ambush defeated.

    Free Ambush explore, card #3: Goblin Buckler Gun
    Gonna go ahead and let that one go...banished.

    Discard Vampire Squid, explore card #4: Alkenstar Pistol
    Can't succeed on this one either, banished.

    Lini sails off to Raker Shoals. She feels a little blessed as she runs into an Ambush, summoning her Heroism she manages to get through and keep exploring. Unfortunately the only things she sees are some weird weapons that are a bit too advanced for her.

    Lini wrote:

    Hand: Stone Axe +1, Fireblade, Coat of Mist, Besmara's Tricorne, Moose, Droogami, Blessing of Chaldira Zuzaristan,

    Displayed:
    Deck: 10 Discard: 7 Buried: 0
    Hero Points: 4
    Used Accessory re-roll: N
    NOTES:
    Available Support: Blessing available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith, Eruption, Reed Moccasin, Blessing of Nivi Rhombodazzle, Archaeopteryx, Aspect of the Hawk, Cure
    Recharged:
    Discard Pile: Angelstep, Druid of the Green Faith, Blessing of the Everbloom, Cloud Puff, Blessing of the gods, Fire Gecko, Vampire Squid,
    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
    Perception: 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 (☐ 2d6)(☐ 3d6). If you succeed at the check, recharge the displayed card; otherwise bury (☐ or discard) it.
    ☐ If a card that has the Animal trait is played on your check, blessings played on that check may add d12 instead of the normal die.
    ☑ You gain the skill Perception: Wisdom +2.
    ☑ When a character at your location encounters a card that has the Animal trait, you may recharge (☑ or reveal) a card to allow that character to evade the encounter (☐ and you may immediately encounter the card.)

    Board Status
    Most Recent BR Refresh
    Notes for Flenta: Ship: Wormwood
    Notes for Crimsi: Ship: Dowager Queen
    Notes for Telessel: Ship: Magpie Princess
    Notes for Lini: Ship: Truewind

    Notes for Siwar: Ship: Sanbalot

    Flenta - Pinnacle Atoll 1-6 remain // 6=Sandbar
    Scar Bay CLOSED
    Lonely Island 1-8 remain
    Siwar - Fringes of the Eye 1-9 remain // 1= Enemy Ship 8=Ambush 9=Teleportation Trap
    Crimsi. Lini - Raker Shoals 5-8 remain
    Telessel - Shark Island 1, 2 remain // 1=Enemy Ship, 2=Shark-Eating Crab


    Deck Handler

    Quick retcon for Telessel, for some reason I was thinking the pistol difficulty to acquire was increased by the scenario level instead of it just counting as a weapon 6.

    Blessing from Telessel.
    Dex 6: 1d6 + 1d6 ⇒ (4) + (4) = 8
    Success, Alkenstar Pistol acquired.


    Deck Handler

    Recharged Winged Serpent.

    Telessel wrote:

    Hand: Vindicator, Boots of Teleportation, Hatchetbird, Blessing of Hshurha, The Twin,

    Displayed:
    Deck: 13 Discard: 5 Buried: 0
    Hero Points: 3
    Accessory reroll: Y
    NOTES:
    Available Support: Blessings (esp if recharged) are available. Can plan ahead with Boots to be at any location for support.


    Deck Handler // Searching for: Ally 6 > Spell 6 > Item 6

    Hour of Hshurha

    Move to Raker Shoals
    Free explore and encounter Enemy Ship
    Evade and send to...

    Crimsi 1, Lini 2: 1d2 ⇒ 2 Yay for Lini!


    Deck Handler

    Alllll the ships!

    Which ship today?
    1d24 ⇒ 22

    Apparatus of the Octopus

    BYA: Choose to fail, discard Moose.

    Check to defeat:
    Ask Siwar for a song, recharge Droogami, discard Chaldira.
    Survival 12+5: 1d10 + 6 + 1d4 + 1d4 + 1d10 ⇒ (10) + 6 + (2) + (3) + (10) = 31
    Well, that should be more than enough...
    Defeated!

    Roll for plunder: 1d6 ⇒ 4 Item!

    Attempt to close location, 4 structural damage.
    Discard Stone Axe +1, Fireblade, Coat of Mist, Besmara's Tricorne.

    Location closed!
    Jokes on them, I don't have any more cards to discard...


    Deck Handler // Searching for: Ally 6 > Spell 6 > Item 6

    Siwar reloads Princeling

    Bury Priest of Pharasma to heal Lini

    Heal Cards: 1d4 + 1 ⇒ (2) + 1 = 3

    Eagle Aerie: Recharge Binding Tome to move to Pinnacle Atoll

    Siwar sends the fiercest pilot at all of the enemy ships and Lini does not disappoint.

    Siwar wrote:

    Hand: Magnetic Grimoire, Princeling, Holy Feast, Cleric of Nethys, Swipe, Fire Snake, Cloudburst,

    Displayed: Eagle Aerie,
    Deck: 9 Discard: 2 Buried: 1
    Current Location: Pinnacle Atoll
    Hero Points: 6
    Product Reroll: Unused
    NOTES:
    Available Support: Local Skirmish or Task Barrier: Use my Diplomacy (1d12 + 7) (with Princeling 1d12 + 9)

    Local Checks to Defeat Henchmen or Villain or Checks to Close: +2

    Eagle Aerie: Local Recharge a card at the end of a turn to move.

    Princeling: Local, reveal to add 2 to Diplomacy
    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 the Seventh Veil, Codex of Conversations, Ruby of Charisma
    Recharged: Bound Elemental, Blessing of Qi Zhong, Samisen of Oracular Vision, Valet, Wayfarer, Binder's Tome,
    Discard Pile: Create Mindscape, Blessing of Osiris,
    Buried Pile: Priest of Pharasma,

    Skills and Powers:
    SKILLS
    Strength d4 [ooc]☐ +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: Ship: Wormwood
    Notes for Crimsi: Ship: Dowager Queen
    Notes for Telessel: Ship: Magpie Princess
    Notes for Lini: Ship: Truewind
    Heal 3

    Notes for Siwar: Ship: Sanbalot

    Flenta, Siwar - Pinnacle Atoll 1-6 remain // 6=Sandbar
    Scar Bay CLOSED
    Lonely Island 1-8 remain
    Fringes of the Eye 1-9 remain // 1= Enemy Ship 8=Ambush 9=Teleportation Trap
    Crimsi. Lini - Raker Shoals CLOSED
    Telessel - Shark Island 1, 2 remain // 1=Enemy Ship, 2=Shark-Eating Crab

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