| Siwar |
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.
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)
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:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☑ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☑ Add 2 to any check to defeat a henchman (☑ or villain) (☐ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
Board Status
Notes for Telessel: 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
| BR Nathan Davis |
During This Adventure:
During This Scenario:
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
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.
Henchman
Type: Barrier
Traits: Alchemical Cache Trap
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: 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.
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
Monsters
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
SS
Monster 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.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster 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
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier 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.
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.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
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
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.
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
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.
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.
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
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.
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
SS
Spell 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
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.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
SS
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally 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
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing B
Traits:
Divine
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
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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
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.
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
SS
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.
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
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
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
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.
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.
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.
SS
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate
To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Monster 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
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.
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.
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
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.
| Flenta Hawkmoon |
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.
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, JungleDECK, DISCARDS, AND BURIED:TOP OF THE DECK:
MIDDLE OF DECK: Dragonbane Greatsword, Speed Battleaxe, Detect Magic, False Life, Winged Shield, Stone-Shard Breastplate, Wand of Enervation, Wand of Treasure Finding, Salvator Scream, Sklar-Quah Thundercaller, Quickened Ray
BOTTOM OF THE DECK: Blade Lash, Enervation
DISCARD PILE:
BURY PILE:Magic Spyglass, Blessing of the Gods, Our Lord In Iron, Evangelist, Blessing of Norgorber
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 RefreshNotes 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
| Crimsi - Gimry |
========================
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
Constitution - 1d6
Bury Seeking Longbow
Start of Turn examine my location: -> Treasure Hunt
SoT Examine Location: 1d7 ⇒ 7 -> Closed
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
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
"
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
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☑ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of (☑ 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
| Telessel Neirrenar |
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.
| Flenta Hawkmoon |
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
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, JungleDECK, DISCARDS, AND BURIED:TOP OF THE DECK:
MIDDLE OF DECK: Dragonbane Greatsword, Speed Battleaxe, Detect Magic, False Life, Winged Shield, Stone-Shard Breastplate, Wand of Enervation, Wand of Treasure Finding, Salvator Scream, Sklar-Quah Thundercaller, Quickened Ray
BOTTOM OF THE DECK: Blade Lash, Enervation, Resist Energy
DISCARD PILE:The Eclipse
BURY PILE:Magic Spyglass, Blessing of the Gods, Our Lord In Iron, Evangelist, Blessing of Norgorber
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
| Telessel Neirrenar |
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
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
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:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dex +3
Ranged: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Perception: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Weapons
POWERS:
Hunter: On your check against an Outsider (☑ or Aberration or Animal) (☑ 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
| Crimsi - Gimry |
"T is best!"
OFF-TURN ACTIONS:
Crimsi is healed for 3: (Eries Yelloweyes, The Cyclone, The Winged Serpent). Deck shuffled.
"
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
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☑ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of (☑ 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.
| Lini - Noasarc |
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.
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.
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:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
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
| Siwar |
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.
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)
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:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☑ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☑ Add 2 to any check to defeat a henchman (☑ or villain) (☐ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
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
| BR Nathan Davis |
During This Adventure:
During This Scenario:
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
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.
Henchman
Type: Barrier
Traits: Alchemical Cache Trap
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: 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.
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
Monsters
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
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.
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.
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.
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
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.
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.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 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
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.
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.
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
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
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.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 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.
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.
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
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.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 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
SS
Item 4
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 10
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.
SS
Item 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.
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.
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.
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
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.
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.
SS
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate
To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
SS
Ally C
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally 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
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing 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.
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.
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
SS
Blessing 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
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Pharasma
SS
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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
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.
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.
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.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
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
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.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier 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
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.
| Flenta Hawkmoon |
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
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, JungleDECK, DISCARDS, AND BURIED:TOP OF THE DECK:
MIDDLE OF DECK: Dragonbane Greatsword, Speed Battleaxe, False Life, Winged Shield, Stone-Shard Breastplate, Wand of Enervation, Quickened Ray
BOTTOM OF THE DECK: Blade Lash, Enervation, Resist Energy, Falchion +3, Greatclub +3
DISCARD PILE:The Eclipse
BURY PILE:Magic Spyglass, Blessing of the Gods, Our Lord In Iron, Evangelist, Blessing of Norgorber
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 RefreshNotes 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
| Siwar |
Evade
Who encounters, F,C,T: 1d3 ⇒ 1 Flenta
| Flenta Hawkmoon |
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
| Crimsi - Gimry |
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
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
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
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
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
"
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
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☑ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of (☑ 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
| Telessel Neirrenar |
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!
| Telessel Neirrenar |
| 1 person marked this as a favorite. |
Quick survival bot as Chris and I are on our way to Origins in Ohio...
2d10 + 6 + 1d4 ⇒ (5, 8) + 6 + (1) = 20
| BR Nathan Davis |
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.
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
| BR Nathan Davis |
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
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
| BR Nathan Davis |
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
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.
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
Monsters
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
SS
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.
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Barriers
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier 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.
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
SS
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
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.
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.
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.
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.
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
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.
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.
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.
SS
Spell 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
SS
Spell 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
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.
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.
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.
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.
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
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.
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.
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
SS
Item 4
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 10
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.
SS
Item 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
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.
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.
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
SS
Ally C
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally 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
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.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing 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.
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:
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
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing 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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
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
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Monster 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.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
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.
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
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
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.
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.
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.
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.
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.
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.
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
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
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.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
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.
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.
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.
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.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Weapon 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.
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
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier 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.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
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.
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
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.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
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
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.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Armor 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.
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.
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.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Blessing 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
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
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.
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.
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.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
SS
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.
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.
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.
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.
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
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
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
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
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.
| Lini - Noasarc |
Starting at Scar Bay.
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.
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:
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.)
| Lini - Noasarc |
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.
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.
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:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
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.)
| Telessel Neirrenar |
Start at Shark Island
Loot Pirate's Favor
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
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:
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).
| Flenta Hawkmoon |
Pinnacle Atoll
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 BayDECK, DISCARDS, AND BURIED:TOP OF THE DECK:
MIDDLE OF DECK: Greatclub +3, Speed Battleaxe, Flaming Ranseur +3, False Life, Enervation, Infernal Healing, Winged Shield, Stone-Shard Breastplate, Salvator Scream, Sklar-Quah Thundercaller, Our Lord In Iron, The Eclipse, Letter of Marque, Svingli's Eye, Quickened Ray
BOTTOM OF THE DECK:
DISCARD PILE:
BURY PILE:
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
| Crimsi - Gimry |
Start at Fringes of the Eye
"
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
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:
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.
| Siwar |
In the interest of fairness I would've honestly started at Scar Bay. So I'll be getting some Fire damage too.
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.
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)
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:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☑ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☑ Add 2 to any check to defeat a henchman (☑ or villain) (☑ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
| Lini - Noasarc |
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.
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.
Middle of Deck (Unknown Order): Coat of Mist, Blessing of the Green Faith, Fire Gecko, Blessing of Chaldira Zuzaristan, Cure
Recharged: Eruption,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
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.)
| Siwar |
Hour of Achaekek
Free explore and encounter Enemy Ship
Evade and send it to Lini
| Lini - Noasarc |
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.
| Siwar |
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.
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 BesmaraFringes of the Eye: Cannonade
Raker Shoals: Fuse Grenade
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)
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:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d4 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +1
Diplomacy: Charisma + 3
Divine: Charisma +1
Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
☐ Weapons
POWERS:
You may recharge a card to add 1d4 (☐+1) (☐+2) to a check by (☐ you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt (☑ or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
☑ Add 2 to any check to defeat a henchman (☑ or villain) (☑ or a check to close a location) by another character at your location.
☑ If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
☐ When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.
Board Status
Notes for Flenta: 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
| BR Nathan Davis |
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
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.
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
Monsters
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.
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
SS
Monster 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.
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.
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
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
SS
Barrier 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
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.
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.
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.
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.
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
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
SS
Spell 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.
SS
Spell 3
Traits:
Magic
Arcane
Cold
Attack
To Acquire:
Intelligence
Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
SS
Spell 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
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.
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.
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 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
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.
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.
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.
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.
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
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally 4
Traits:
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.
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.
SS
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate
To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessings
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 27
Hourglass
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing 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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
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
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Monster 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.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
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.
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
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
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.
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
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.
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.
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.
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.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Weapon 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.
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
SS
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
SS
Barrier 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.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
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.
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
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.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
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
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.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Armor 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.
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.
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.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Blessing 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
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
SS
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.
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.
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.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
SS
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.
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.
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.
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.
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
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
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
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
SS
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
SS
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
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.
| Flenta Hawkmoon |
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
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 BayDECK, DISCARDS, AND BURIED:TOP OF THE DECK:
MIDDLE OF DECK: Speed Battleaxe, Flaming Ranseur +3, False Life, Infernal Healing, Winged Shield, Stone-Shard Breastplate, Sklar-Quah Thundercaller, Our Lord In Iron, The Eclipse, Letter of Marque, Svingli's Eye, Quickened Ray
BOTTOM OF THE DECK: Dragonbane Greatsword, Wand of Enervation
DISCARD PILE:Magic Spyglass, Blessing of Besmara
BURY PILE:
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 RefreshNotes 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
| Crimsi - Gimry |
========================
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:
Start of Turn examine my location: -> Cannonade
SoT Examine Location: 1d6 ⇒ 2 -> Scar Bay - Closed
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
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
"
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
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☑ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of (☑ 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
| Telessel Neirrenar |
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
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
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:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dex +3
Ranged: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Perception: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Weapons
POWERS:
Hunter: On your check against an Outsider (☑ or Aberration or Animal) (☑ 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
| Lini - Noasarc |
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.
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.
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:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
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
| Siwar |
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.
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)
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:
Buried Pile:
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
| BR Nathan Davis |
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
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.
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
Monsters
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
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.
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.
SS
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
SS
Monster 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
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier 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.
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.
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
SS
Barrier B
Traits:
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
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.
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
SS
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.
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.
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
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.
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.
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.
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.
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
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.
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.
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
SS
Armor 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.
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
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
SS
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.
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.
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.
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
SS
Ally C
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
SS
Ally 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
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
SS
Ally 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
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing C
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
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
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Sivanah
SS
Blessing 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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
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
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.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
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.
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
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.
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
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.
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.
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.
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.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Weapon 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.
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
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.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
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.
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
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.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
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
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.
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Armor 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.
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.
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.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Blessing 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
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.
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.
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
SS
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.
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.
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
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
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
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
SS
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
SS
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
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.
| Flenta Hawkmoon |
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....
| Crimsi - Gimry |
Turn update - Forgot to post Structural damage. Discard Yelloweyes and Brooch of protection
"
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
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☑ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of (☑ 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.
| Flenta Hawkmoon |
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.
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 BayDECK, DISCARDS, AND BURIED:TOP OF THE DECK:
MIDDLE OF DECK: Speed Battleaxe, False Life, Winged Shield, Stone-Shard Breastplate, Sklar-Quah Thundercaller, Our Lord In Iron, Svingli's Eye, Quickened Ray
BOTTOM OF THE DECK: Dragonbane Greatsword, Wand of Enervation, Blessing of Norgorber, Illuminate, Enervation, Evangelist
DISCARD PILE:Magic Spyglass, Blessing of Besmara
BURY PILE:
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 RefreshBurn 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
| Crimsi - Gimry |
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:
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
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
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
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
"
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
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Ranged: Dexterity +1
Constitution d6 ☐ +1
Intelligence d6 ☑ +1 ☑ +2 ☐ +3
- Craft: Intelligence +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start (☑ or end) of your turn, you may examine the top card of (☑ 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
| Telessel Neirrenar |
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
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.
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:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dex +3
Ranged: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Perception: Wis +2
Survival: Wis +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Weapons
POWERS:
Hunter: On your check against an Outsider (☑ or Aberration or Animal) (☑ 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
| BR Nathan Davis |
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
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.
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
Monsters
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
SS
Monster 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.
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
SS
Monster 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.
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
SS
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
SS
Barrier 4
Traits:
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.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
Barrier B
Traits:
Task
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.
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
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.
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.
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.
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
SS
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
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
SS
Spell 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
SS
Spell 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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
SS
Ally 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.
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.
SS
Ally 4
Traits:
Lycanthrope
Captain
Pirate
To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
SS
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
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Blessing B
Traits:
Divine
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.
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.
SS
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Current Hour:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hours Remaining: 15
Hourglass
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
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
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
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.
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
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.
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
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.
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.
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.
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.
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Weapon 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.
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
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.
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
SS
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.
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.
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
SS
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
SS
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.
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
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Armor 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.
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.
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.
SS
Spell P
Traits:
Magic
Arcane
To Acquire:
Constitution
Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS
Blessing 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
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.
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
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
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
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
SS
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
SS
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
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.
| Lini - Noasarc |
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.
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.
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:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Int +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wis +2
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
| Lini - Noasarc |
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.
| Telessel Neirrenar |
Recharged Winged Serpent.
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.
| Siwar |
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!
| Lini - Noasarc |
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...
| Siwar |
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.
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)
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:
Buried Pile:
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