[PACS] Season of the Shackles by Nathan

Game Master Nathan Davis

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

Shared Tracker (Hands/Loot/Ships/Summons)

Currently playing 0-6B: The Battle of Abendego on Mistmourn

RULES: SHIPS:

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

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

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

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

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

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

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

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

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

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

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

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


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

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

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

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


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

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

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

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


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

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

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

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


    5) Truewind
    Spoiler:
    Ship B
    Class 1

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

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

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


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

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

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

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


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

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

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

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


    8) Dominator
    Spoiler:
    Ship B
    Class 6

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

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

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


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

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Strength
    4

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


    10) Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

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

    Check to Repair
    Craft
    7

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


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

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

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

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

    Check to Repair
    Craft 6

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


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

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

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

    Check to Repair
    Craft
    6

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


    13) Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


    14) Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

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

    Check to Repair
    Craft
    6

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


    16) Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

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

    Check to Repair
    Craft
    6

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


    17) Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

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

    Check to Repair
    Craft
    7

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


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

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

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

    Check to Repair
    Craft
    8

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


    20) Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

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

    Check to Repair
    Craft
    7

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


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

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    12

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Intelligence
    Arcane
    Craft
    6
    OR
    Wisdom
    Survival
    12

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

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

    Check to Repair
    Arcane
    Craft
    6

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


Summoned Henchmen:

The Ancient Mariner
Spoiler:

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

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

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


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

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


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

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


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

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


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

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


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

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


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

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


Scurvy Zombie
Spoiler:

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

Sea Devil
Spoiler:

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

Shipwreck
Spoiler:

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


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

========================
Crimsi starts her turn.
Hour: Blessing of Gorum
Hour Power:No effect.
Location: Fog Bank
Location Power:After you play a card or use a power that examines cards in this location deck, shuffle it.
Adventure Powers:
Scenario Powers:

  • Use the Merchantman as your ship.

    SoT Examine: 1d4 ⇒ 2 -> Coastline - Skeleton

    Move to Coastline
    Free Explore

    Skeleton:

    SS
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

    Combat 11(8+3): 1d10 + 1 + 1d8 + 1 + 1d8 + 1d6 ⇒ (2) + 1 + (3) + 1 + (3) + (1) = 11

    Roll Details:

    Combat(Ranged) - 1d10+1
    Deathbane Light Crossbow - 1d8+1
    Deathbane Light Crossbow (Undead) - 1d8
    Bow Master - 1d6

    Discard Snake to explore again. Add 1d4+Poison to combats.

    Onwu Azu:

    None
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 10
    The Onwu Azu may not be evaded.
    If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

    Combat 8(10-2): 1d10 + 1 + 1d8 + 1 + 1d6 + 1d4 ⇒ (10) + 1 + (5) + 1 + (4) + (1) = 22

    Roll Details:

    Combat(Ranged) - 1d10+1
    Deathbane Light Crossbow - 1d8+1
    Bow Master - 1d6
    Snake - 1d4

    Discard Prayer from Deck to close location

    Wisdom 6: 1d8 + 1d8 + 1d4 ⇒ (3) + (8) + (4) = 15

    Roll Details:

    Wisdom - 1d8
    Blessed - 1d8
    Siwars Aid - 1d4

    Discard my Incitation to bless
    Use Siwar's Aid

    As Lini digs through the sand of the coastline looking for their missing compass, Crimsi quickly runs to take aim at a nearby skeleton and a menacing Onwar. Unbeknownst to them all, Crimsi ended up kicking the compass into the sea.

    "Stupid Rocks!"

    "

    Crimsi wrote:

    Hand: Deathbane Light Crossbow, Flaming Shortbow, Longbow, Compass, Archer,

    Displayed: Chain Shirt, Elixir of Energy Resistance,
    Deck: 5 Discard: 5 Buried: 0
    Current Location: Coastline
    Hero Points: 0
    NOTES:
    Available Support: Feel free to use the Longbow or the Flaming Shortbow for distant combat checks.
    Other: Paizo reroll used for scenario 0-1C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thieves' Tools
    Recharged: Heavy Crossbow, Elixer of Healing, Spyglass, Incitation,
    Discard Pile: Blessing of the Gods, Spider, Snake, Prayer, Incitation (2),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +1
    Constitution d6 ☐ +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    - Craft: Intelligence +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Bow Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:
    At the start of your turn, you may examine the top card of a random location.
    For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
    On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6).

    "

    End of Turn Summary
    Closed Coastline
    Used 1 of Siwar's Aids


  • Deck Handler

    Off-turn: no activity

    Telessel's turn
    Hour of Gorum

    Move to Raker Shoals
    At the start of your turn, your ship is dealt 1 Structural damage.

    Free explore of #1: Ambush
    Cunning - add d8 to perception
    Perception 9+1=10: 1d10 + 2 + 1d8 ⇒ (1) + 2 + (6) = 9 Accessory reroll on the d10
    Perception 9+1=10: 1d10 + 2 + 6 ⇒ (2) + 2 + 6 = 10 Success

    Bonus explore of #2: Blessing of Zogmugot
    Discard Prayer
    Dex 5: 1d8 + 1d8 ⇒ (2) + (6) = 8 Success

    Discard Shining Wayfinder to examine #3 Charm Animal, shuffle the location, then explore #1d8 + 2 ⇒ (3) + 2 = 5: BotG
    Acquired

    Discard Zugmugot to explore 3,4,6,7,8,9,10: 1d7 ⇒ 4 #7: Shinobi Shozoku
    Discard The Cyclone
    Con 7: 1d6 + 1d6 ⇒ (6) + (5) = 11 Success - draw a card (Blessing of the Elements)

    Discard BotG to explore 3,4,6,8,9,10: 1d6 ⇒ 6 #10: Boarding Pike
    Banish

    End turn
    Start of Lini's turn, recharge Shinobi to draw Longbow from deck.

    ---

    Telessel leaves the Harbor and heads into the Shoals. For a moment, it looks like the monsters are preparing an ambush, but when she looks again, all she finds are holy items and some unusual armor.

    Telessel wrote:

    Hand: Starknife, Wendifisa Spear, Longbow, Blessing of the Elements,

    Displayed: Chain Shirt,
    Deck: 6 Discard: 7 Buried: 0
    Hero Points: 1
    Accessory reroll: Y
    NOTES:
    Available Support: Weapons and Blessing are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients 1, Light Crossbow, Shinobi Shozoku, Blessing of the Ancients 2, Archer's Bracers
    Recharged: Mouse,
    Discard Pile: Yelthian, Studded Leather Armor, Prayer, Shining Wayfinder, Blessing of Zogmugot, The Cyclone, Blessing of the Gods,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +3
    Ranged: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☐ +1 ☐ +2 ☐ +3
    Perception: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor, Weapons
    POWERS:
    Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
    Cunning: On your Knowledge or Perception check against a bane (▢ or your check before or after you act), add 1d8.

    Board Status
    Most Recent BR Refresh
    For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.

    Notes for Lini: Needs to heal +1 more from her Cure
    Given Codex (Core)
    Recharge Crow

    Notes for Siwar: Crimisi Used Recharge Power

    Harbor CLOSED
    Fog Bank CLOSED
    Flenta - Sea Fort CLOSED
    Holy Isle CLOSED
    Siwar, Lini, Flenta - Coastline CLOSED // Henchman Proxy A=Compass
    Ghol-Gan Ruins 1-10 remain
    Telessel - Raker Shoals 3,4,6,8,9 remain // 3 = Charm Animal; Needs to be shuffled


    During This Adventure:

    During This Scenario: Use the Merchantman as your ship.

    Merchantman:

    Ship B
    Class 0

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

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

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

    Additional Rules: Story Banes

    Villain: Kelizar the Brine Dragon
    Henchmen (Closing): Onwu Azu

    Kelizar the Brine Dragon:

    Villain
    Type: Monster
    Traits: Dragon Aquatic
    To Defeat: Combat 16
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
    "There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

    Onwu Azu:

    Henchman
    Type: Monster
    Traits: Animal Aquatic
    To Defeat: Combat 10
    The Onwu Azu may not be evaded. If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 11, Lini/Noasarc

    Random Cards:

    Monsters
    Spoiler:
    Bloodbug
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

    Spoiler:
    Giant Moray Eel
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Basic
    To Defeat:
    Combat 10
    All damage from the Giant Moray Eel is Electricity damage.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.

    Spoiler:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

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

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

    Spoiler:
    Dead Man's Chest
    SS
    Barrier C
    Traits:
    Cache
    Lock
    Pirate
    To Defeat:
    Dexterity
    Disable 11
    OR Strength
    Melee 13
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

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

    Spoiler:
    Harpoon Trap
    SS
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

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

    Weapons
    Spoiler:
    Cutlass +1
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Strength
    Melee 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 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Repelling Pike +1
    SS
    Weapon 1
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

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

    Spoiler:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Rapier
    SS
    Weapon C
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 5
    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. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Hydraulic Push
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Aid
    SS
    Spell B
    Traits:
    Magic
    Divine
    Elite
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Magic Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the 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 6 check to recharge this card instead of discarding it.

    Spoiler:
    Confusion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Cloth Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

    Spoiler:
    Magic Buckler
    SS
    Armor B
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Items
    Spoiler:
    Caltrops
    SS
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

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

    Spoiler:
    Noxious Bomb
    SS
    Item C
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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

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

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

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

    Spoiler:
    Droogami
    None
    Ally P
    Traits:
    Animal
    Owner: Lini
    To Acquire:
    Wisdom
    Survival 11
    Recharge this card to add 1d8 to you Perception or Stealth check.

    Discard this card on your turn to move, then explore your location.
    "Droogami's what we call good friends. We're friends, right?"
    -Lini


    Spoiler:
    Chanty Singer
    SS
    Ally B
    Traits:
    Half-Elf
    Bard
    Elite
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to avoid being moved to a location.
    Discard this card to explore your location.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 1 Siwar/NathanDavis
    Blessing of Gozreh
    SS
    Blessing C
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 2 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 3 Crimsi/Gimry
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 4 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Lini/Noasarc:
    Spoiler:
    Hourglass Card 5 Lini/Noasarc
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 6 Siwar/NathanDavis
    Blessing of the Dawnflower
    None
    Blessing P
    Traits:
    Divine
    Sarenrae
    Owner: Kyra
    To Acquire:
    Constitution 5
    OR Divine 6
    Discard this card to add 1 die to any check, or to add 2 dice to any non-combat Constitution check. If you have the Cleric trait, you may play another blessing on this check.

    Discard this card to explore your location.

    Hourglass Card 7 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 7 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 8 Crimsi/Gimry
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 9 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Lini/Noasarc:
    Spoiler:
    Hourglass Card 10 Lini/Noasarc
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 11 Siwar/NathanDavis
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 12 Flenta/Hawkmoon
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 13 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 14 Telessel/Iceman91
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Lini/Noasarc:
    Spoiler:
    Hourglass Card 15 Lini/Noasarc
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 16 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 17 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 18 Crimsi/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 19 Telessel/Iceman91
    Blessing of Sivanah
    SS
    Blessing C
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Harbor
    Closed
    At This Location: At the start of your turn, you may give a card to a character at another location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #3: Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta/Hawkmoon, None

    Location #4: Holy Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Coastline
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Crimsi/Gimry, Lini/Noasarc, Siwar/NathanDavis, Henchman Proxy A1=Compass

    Location #6: Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Ghol-Gan Ruins Card 1:
    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.
    Ghol-Gan Ruins Card 2:
    Blunderbuss
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
    Ghol-Gan Ruins Card 3:
    Marine
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 8
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
    Ghol-Gan Ruins Card 4:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Ghol-Gan Ruins Card 5:
    Illuminate
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d8 to any Ranged combat 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 8 check to recharge this card instead of discarding it.
    Ghol-Gan Ruins Card 6:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Ghol-Gan Ruins Card 7:
    Onwu Azu
    None
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 10
    The Onwu Azu may not be evaded.
    If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.
    Ghol-Gan Ruins Card 8:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Ghol-Gan Ruins Card 9:
    Giant Rock Crab
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
    Ghol-Gan Ruins Card 10:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

    Location #7: Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Telessel/Iceman91, Charm Animal
    Raker Shoals Card 1:
    Kelizar the Brine Dragon
    SS
    Villain B
    Type: Monster
    Traits:
    Dragon
    Aquatic
    To Defeat:
    Combat 16
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
    "There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les
    Raker Shoals Card 2:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Raker Shoals Card 3:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Raker Shoals Card 4:
    Charm Animal
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.
    Raker Shoals Card 5:
    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.
    Raker Shoals Card 6:
    Anchor
    SS
    Item B
    Traits:
    Tool
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.


    Deck Handler

    Hour: Achaekek

    Move to Raker Shoals with Siwar in tow.

    Free explore #1: Kelizar the Brine Dragon

    Before you act Dex check, grabbing a d4 from Siwar.
    Dex 7: 1d6 + 1d4 ⇒ (5) + (4) = 9
    Success! 1 acid damage, discarding Erutaki Coat.

    Combat with the Dragon!
    Display Aspect of the Hawk, discard Codex, grab another d4 from Siwar, longbow from Telessel.
    Combat 16-2: 1d10 + 1d8 + 2d6 + 1d4 + 5 ⇒ (3) + (8) + (1, 4) + (3) + 5 = 24
    Thanks to the combined efforts of the team Kelizar was chased to the Ghol-Gan Ruins!
    Closing effect, discard Vine Leshy.

    Recovery, Aspect of the Hawk:
    Divine 7: 1d10 + 3 ⇒ (7) + 3 = 10
    Success!

    Lini wrote:

    Hand: Fireblade, Shortbow, Shock Lizard, Aspect of the Mouse, Fire Gecko,

    Displayed:
    Deck: 12 Discard: 5 Buried: 0
    Hero Points: 0
    Used Accessory re-roll: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements, Bag of Sticks, Droogami, Blessing of the Green Faith 1, Force Missile, Blessing of Gozreh, Blessing of the Green Faith 2, black spot
    Recharged: crow, Aspect of the Hawk,
    Discard Pile: Cure, Blessing of Besmara, Erutaki Coat, Codex, Vine Leshy,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +3
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3
    Divine: Wis +2
    Survival: Wis +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start (□ or end) of your turn, you may exchange a card in your hand for an Animal ally in your discards.
    For your combat check, you may display an Animal ally to use Survival + 1d6. If you succeed at the check, recharge the displayed card; otherwise, bury (□ or discard) it.

    Board Status
    Most Recent BR Refresh
    For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.

    Notes for Lini: Needs to heal +1 more from her Cure
    Given Codex (Core)
    Recharge Crow

    Notes for Siwar: Crimisi Used Recharge Power: Chain Mail, Lini used recharge power 2x. Before you act Dex 7 save against Kelizar needed

    Harbor CLOSED
    Fog Bank CLOSED
    Flenta - Sea Fort CLOSED
    Holy Isle CLOSED
    Siwar, Lini, Flenta - Coastline CLOSED // Henchman Proxy A=Compass
    Ghol-Gan Ruins 1-10 remain
    Telessel - Raker Shoals 3,4,6,8,9 remain // 3 = Charm Animal; Needs to be shuffled


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

    Off turn, recharge Chain Mail, then Helpful Haversack
    Dexterity 7: 1d8 ⇒ 6
    Acid Damage: 1d4 ⇒ 3
    Discard Flame Staff, Magical Child, and Master-at-Arms
    Recharge Sphere of Fire to help

    Hour of Gozreh

    Move to Ghol-Gan Ruins
    End turn with an empty hand

    Siwar tends to her wounds after her unfortunate first brush with the Brine Dragon.

    Siwar wrote:

    Hand: Dilettante, Blessing of the Spellbound 1, Apprentice, Blessing of the Spellbound 2, Fire Snake, Sphere of Fire,

    Displayed: Talisman Crafter, Amulet of Fortitude,
    Deck: 8 Discard: 5 Buried: 0
    Current Location: Ghol-Gan Ruins
    Hero Points: 0
    Product Reroll: Used
    NOTES:
    Available Support: Blessing Available
    Movement: Keep me with the crew unless it's giving me a rough start of turn power
    Other: Recharge freely for d4s in hand order. (Allies reload)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure
    Recharged: Bestiary of Garund, Blessing of Abraxas, Blessing of Achaekek, Blessing of the God, Chain Mail, Helpful Haversack, Sphere of Fire (aq),
    Discard Pile: Blessing of the Spellbound 3, Chronicler, Flame Staff, Magical Child, Master-at-Arms,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d4 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma + 3
    Divine: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Weapons
    POWERS:
    You may recharge a card to add 1d4 (☐+1) to a check by another character at your location. If the recharged card is an ally, put it on top of your deck instead.
    When you attempt 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.


    During This Adventure:

    During This Scenario: Use the Merchantman as your ship.

    Merchantman:

    Ship B
    Class 0

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

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

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

    Additional Rules: Story Banes

    Villain: Kelizar the Brine Dragon
    Henchmen (Closing): Onwu Azu

    Kelizar the Brine Dragon:

    Villain
    Type: Monster
    Traits: Dragon Aquatic
    To Defeat: Combat 16
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
    "There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

    Onwu Azu:

    Henchman
    Type: Monster
    Traits: Animal Aquatic
    To Defeat: Combat 10
    The Onwu Azu may not be evaded. If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 13, Flenta/Hawkmoon

    Random Cards:

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

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

    Spoiler:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.

    Spoiler:
    Bilge Spider Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Basic
    To Defeat:
    Combat 6
    All damage dealt by the Bilge Spider Swarm is Poison damage.
    If you are on a ship, the difficulty of the check to defeat is increased by 4.
    If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.

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

    Barriers
    Spoiler:
    Trapped Locker
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Spoiler:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

    Spoiler:
    Dead Man's Chest
    SS
    Barrier C
    Traits:
    Cache
    Lock
    Pirate
    To Defeat:
    Dexterity
    Disable 11
    OR Strength
    Melee 13
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Bucket Brigade
    SS
    Barrier C
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Weapons
    Spoiler:
    Pistol +1
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

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

    Spoiler:
    Rapier
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 5
    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. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Dragon Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
    Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

    Spoiler:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Confusion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Frostbite
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Buoyancy
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 3
    Discard this card to examine the bottom card of your location deck and put it on top of that deck.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Magic Chain Shirt
    SS
    Armor C
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Wooden Armor
    SS
    Armor C
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    Magic Buckler
    SS
    Armor B
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Orc War Drum VIEW SOURCE
    None
    Item P
    Traits:
    Instrument
    Owner: Oloch
    To Acquire:
    Constitution
    Charisma 5
    Recharge this card to add 1d4 to a combat check by a character at your location. Each character may discard an ally; for each discarded, add 1d4 to that check.

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


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

    Spoiler:
    Rum Bottle
    SS
    Item B
    Traits:
    Object
    Liquid
    Basic
    To Acquire:
    Constitution
    Fortitude 7
    OR Craft 5
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

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

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

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

    Spoiler:
    Acolyte
    SS
    Ally C
    Traits:
    Human
    Elite
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Spoiler:
    Carver
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d8 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Dodo
    SS
    Ally C
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 5
    Banish this card to succeed at your check to acquire an ally that has the Animal trait.
    Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

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

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

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

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

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

    Current Hour:

    Blessing of the Gods:
    Blessing of the Gods
    SS
    Blessing 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: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 1 Crimsi/Gimry
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 2 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Lini/Noasarc:
    Spoiler:
    Hourglass Card 3 Lini/Noasarc
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 4 Siwar/NathanDavis
    Blessing of the Dawnflower
    None
    Blessing P
    Traits:
    Divine
    Sarenrae
    Owner: Kyra
    To Acquire:
    Constitution 5
    OR Divine 6
    Discard this card to add 1 die to any check, or to add 2 dice to any non-combat Constitution check. If you have the Cleric trait, you may play another blessing on this check.

    Discard this card to explore your location.

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

    Location #1: Harbor
    Closed
    At This Location: At the start of your turn, you may give a card to a character at another location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #3: Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta/Hawkmoon, None

    Location #4: Holy Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Coastline
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Crimsi/Gimry,

    Location #6: Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Siwar/NathanDavis, None

    Ghol-Gan Ruins Card 1:
    Giant Rock Crab
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
    Ghol-Gan Ruins Card 2:
    Blunderbuss
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
    Ghol-Gan Ruins Card 3:
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ghol-Gan Ruins Card 4:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Ghol-Gan Ruins Card 5:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Ghol-Gan Ruins Card 6:
    Onwu Azu
    None
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 10
    The Onwu Azu may not be evaded.
    If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.
    Ghol-Gan Ruins Card 7:
    Illuminate
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d8 to any Ranged combat 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 8 check to recharge this card instead of discarding it.
    Ghol-Gan Ruins Card 8:
    Marine
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 8
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
    Ghol-Gan Ruins Card 9:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Ghol-Gan Ruins Card 10:
    Kelizar the Brine Dragon
    SS
    Villain B
    Type: Monster
    Traits:
    Dragon
    Aquatic
    To Defeat:
    Combat 16
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
    "There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les
    Ghol-Gan Ruins Card 11:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

    Location #7: Raker Shoals
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Telessel/Iceman91, Lini/Noasarc,


    Deck Handler

    Turn 13: The hour is Blessing of the Gods

    Move to Ghol-Gan Ruins

    Free exploration: Giant Rock Crab
    Spiked Chain +1, Siwar sings
    Combat 13+1-2=12: 1d10 + 3 + 2d4 + 1 + 1d4 ⇒ (2) + 3 + (2, 4) + 1 + (4) = 16
    Success
    Giant Rock Crab reroll
    Combat 13+1-2=12: 1d10 + 3 + 2d4 + 1 + 1d4 ⇒ (2) + 3 + (1, 3) + 1 + (3) = 13
    Success
    Defeated

    Discard Standard Bearer to explore: Blunderbuss
    Automatically fail.
    Banished.

    Ending my turn.

    Flenta wrote:

    Hand: Spiked Chain +1, Warhammer, Greatsword, Sage's Journal, Incitation, Blessing of Gorum,

    Displayed:
    Deck: 6 Discard: 3 Buried: 0
    Current Location: Ghol-Gan Ruins
    Hero Points: 0
    NOTES:
    Available Support: Anything I have that can help, feel free to use.
    Other: Reroll: 0-1C: Not Used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Cayden Cailean, Spiked Half-Plate, Staff of Minor Healing
    Recharged: Strength 2, Confusion, Greatclub,
    Discard Pile: Codex, False Life, Standard Bearer,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatic: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Armor | Weapons | Arcane Item
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
    When you would discard a weapon for its power, you may recharge it instead.
    ☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

    Board Status
    Most Recent BR Refresh
    For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.

    Harbor CLOSED
    Fog Bank CLOSED
    Sea Fort CLOSED
    Holy Isle CLOSED
    Crimsi - Coastline CLOSED
    Siwar, Flenta - Ghol-Gan Ruins 3-11 remain // Villain!
    Telessel, Lini - Raker Shoals CLOSED


    Deck Handler

    Lini's turn:
    Villain BA: 1d8 ⇒ 5 [ooc]Close, but still 1d4 ⇒ 3 acid - burying the armor[/oc]


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

    ========================
    Crimsi starts her turn.
    Hour: Blessing of Milani
    Hour Power:No effect.
    Location: Coastline
    Location Power:If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    Adventure Powers:
    Scenario Powers:

  • Use the Merchantman as your ship.

    Examine Random Location - Only 1 left:Blessing of Sivanah

    Move to Ghol Gan Ruins

    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.

    Auto fail this

    Discard Compass to explore again

    Sailor:

    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Charisma 6: 1d6 ⇒ 1

    Roll Details:

    Charisma - 1d6

    As Crimsi and Flenta explore the ruins, Crimsi notices a pirate looking for a new ship. However, as soon as he sees Crimsi come by, the pirate immediately takes off in the other direction.

    "

    Crimsi wrote:

    Hand: Deathbane Light Crossbow, Flaming Shortbow, Longbow, Thieves' Tools, Archer,

    Displayed: Chain Shirt, Elixir of Energy Resistance,
    Deck: 4 Discard: 6 Buried: 0
    Current Location: Ghol-Gan Ruins
    Hero Points: 0
    NOTES:
    Available Support: Feel free to use the Longbow or the Flaming Shortbow for distant combat checks.
    Archer is available for local Dex/Ranged checks.
    Other: Paizo reroll used for scenario 0-1C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Heavy Crossbow, Elixer of Healing, Spyglass, Incitation,
    Discard Pile: Blessing of the Gods, Spider, Snake, Prayer, Incitation (2), Compass,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +1
    Constitution d6 ☐ +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    - Craft: Intelligence +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Bow Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:
    At the start of your turn, you may examine the top card of a random location.
    For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
    On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6).

    "

    End of Turn Summary
    Banished Cards 3 and 4 from ruins


  • Deck Handler

    On Lini's turn, also discard Longbow.

    Telessel's turn
    Hour of the Gods

    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 of #5: Taking on Water
    ask Flenta to bury the Sage's Journal, Siwar recharges Spellbound 1
    Con 7+1=8: 1d6 + 1d8 + 2 + 1d4 ⇒ (2) + (4) + 2 + (2) = 10 Success

    Discard BotE to explore #6: Onwu Azu
    Reveal Spear, Hunter
    Combat 10+1=11: 1d10 + 2 + 1d12 + 1 + 1d6 ⇒ (2) + 2 + (3) + 1 + (2) = 10 Fail
    Discard Spear to the damage, discard Archer's Bracers to the spear.

    End turn

    Telessel wrote:

    Hand: Starknife, Light Crossbow, Shinobi Shozoku, Blessing of the Ancients 1, Blessing of the Ancients 2,

    Displayed:
    Deck: 1 Discard: 11 Buried: 1
    Hero Points: 1
    Accessory reroll: Y
    NOTES:
    Available Support: Weapons and Blessings are available if they recharge

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Mouse,
    Discard Pile: Yelthian, Studded Leather Armor, Prayer, Shining Wayfinder, Blessing of Zogmugot, The Cyclone, Blessing of the Gods, Longbow, Blessing of the Elements, Archer's Bracers, Wendifisa Spear,
    Buried Pile: Chain Shirt,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +3
    Ranged: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☐ +1 ☐ +2 ☐ +3
    Perception: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor, Weapons
    POWERS:
    Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
    Cunning: On your Knowledge or Perception check against a bane (▢ or your check before or after you act), add 1d8.


    During This Adventure:

    During This Scenario: Use the Merchantman as your ship.

    Merchantman:

    Ship B
    Class 0

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

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

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

    Additional Rules: Story Banes

    Villain: Kelizar the Brine Dragon
    Henchmen (Closing): Onwu Azu

    Kelizar the Brine Dragon:

    Villain
    Type: Monster
    Traits: Dragon Aquatic
    To Defeat: Combat 16
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
    "There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

    Onwu Azu:

    Henchman
    Type: Monster
    Traits: Animal Aquatic
    To Defeat: Combat 10
    The Onwu Azu may not be evaded. If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 16, Lini/Noasarc

    Random Cards:

    Monsters
    Spoiler:
    Crocodile
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, shuffle this card into a random open location, if it came from one.
    This reptile lunges out of the placid water with shocking speed_

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

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

    Spoiler:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

    Spoiler:
    Skeleton
    SS
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

    Barriers
    Spoiler:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

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

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

    Spoiler:
    Man Overboard
    SS
    Barrier C
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

    Spoiler:
    Man Overboard
    SS
    Barrier B
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

    Weapons
    Spoiler:
    Main-Gauche
    SS
    Weapon B
    Traits:
    Knife
    Melee
    Piercing
    Finesse
    Offhand
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
    Discard this card to reduce Combat damage dealt to you by 2.

    Spoiler:
    Dawnflower's Petal
    None
    Weapon P
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Magic
    Owner: Zadim
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4. Add 1 for each blessing played on this check.

    When playing another weapon, you may discard this card to add 1d4 to your combat check.


    Spoiler:
    Cutlass +1
    SS
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Strength
    Melee 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 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Quarterstaff
    SS
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Spoiler:
    Sap
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Basic
    To Acquire:
    Strength
    Melee 6
    Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

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

    Spoiler:
    Fear
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Magic Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the 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 6 check to recharge this card instead of discarding it.

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

    Spoiler:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Paladain Helm
    None
    Armor P
    Traits:
    Heavy Armor
    Magic
    Owner: Seelah
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.

    If proficient with heavy armors, you may recharge this card when you reset your hand.


    Spoiler:
    O-Yoroi
    None
    Armor P
    Traits:
    Heavy Armor
    Owner: Hayato
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 3 to your Diplomacy check.

    Recharge this card to reduce Combat damage dealt to you by 3.

    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury this card instead.

    If you have the Samurai trait, you may recharge this card when you reset your hand.


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

    Items
    Spoiler:
    Mysterious Disk
    None
    Item P
    Traits:
    Object
    Magic
    Owner: Imrijka
    To Acquire:
    Wisdom
    Divine 6
    If you fail a check, bury this card to reroll 1 die; if you have the Inquisitor trait, add another die of the type you are rerolling. You must take the second result.

    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Spoiler:
    Spellmaster's Tricorne
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
    Bury this card to succeed at your check to acquire or recharge a spell.

    Spoiler:
    Tankard
    None
    Item P
    Traits:
    Object
    Owner: Valeros
    To Acquire:
    Fortitude
    Craft 6
    Reveal this card to add 1 plus the current adventure deck number, if any, to your non-combat Constitution or Fortitude check.

    When you would banish a card that has the Liquid trait, recharge this card to recharge that card instead.


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

    Allies
    Spoiler:
    Quartermaster
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    Spoiler:
    Daji
    None
    Ally P
    Traits:
    Animal
    Veteran
    Owner: Feiya
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to add 1d4 to any Intelligence or Wisdom check.

    Discard this card to explore your location.

    If you have the Witch trait, you may treat the adventure deck number of this card as 1 plus the scenario's adventure deck number.


    Spoiler:
    Master Gunner
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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


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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 1 Siwar/NathanDavis
    Blessing of the Dawnflower
    None
    Blessing P
    Traits:
    Divine
    Sarenrae
    Owner: Kyra
    To Acquire:
    Constitution 5
    OR Divine 6
    Discard this card to add 1 die to any check, or to add 2 dice to any non-combat Constitution check. If you have the Cleric trait, you may play another blessing on this check.

    Discard this card to explore your location.

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

    Location #1: Harbor
    Closed
    At This Location: At the start of your turn, you may give a card to a character at another location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #3: Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Holy Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Coastline
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #6: Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Flenta/Hawkmoon, Crimsi/Gimry, Telessel/Iceman91, Siwar/NathanDavis, None

    Ghol-Gan Ruins Card 1:
    Marine
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 8
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
    Ghol-Gan Ruins Card 2:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
    Ghol-Gan Ruins Card 3:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Ghol-Gan Ruins Card 4:
    Illuminate
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d8 to any Ranged combat 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 8 check to recharge this card instead of discarding it.
    Ghol-Gan Ruins Card 5:
    Onwu Azu
    None
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 10
    The Onwu Azu may not be evaded.
    If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.
    Ghol-Gan Ruins Card 6:
    Kelizar the Brine Dragon
    SS
    Villain B
    Type: Monster
    Traits:
    Dragon
    Aquatic
    To Defeat:
    Combat 16
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
    "There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

    Location #7: Raker Shoals
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Lini/Noasarc,


    Deck Handler

    Blessing Hour: Gods

    Start of turn, move to Ghol-Gan Ruins.

    Free Explore #1: Marine
    Display Shock Lizard to use Survival.
    Combat 8+2: 1d10 + 1d6 + 4 ⇒ (2) + (6) + 4 = 12
    Success, Marine defeated.

    Discard Fire Gecko, Explore #2: Rat Swarm
    Display Fireblade, d4 from Fire Gecko.
    Combat 8+1: 1d10 + 3d4 + 3 ⇒ (10) + (2, 1, 3) + 3 = 19
    Success, Rat Swarm defeated.

    Lini and her animal pals manage to take out a couple more monsters along the way to finding Kelizar.

    End of turn recovery, Fireblade:
    Divine 8: 1d10 + 3 ⇒ (3) + 3 = 6
    Fail, no more Fireblade.

    Lini wrote:

    Hand: Blessing of Gozreh, Shortbow, Cloud Puff, Aspect of the Mouse, Droogami,

    Displayed:
    Deck: 11 Discard: 6 Buried: 0
    Hero Points: 0
    Used Accessory re-roll: N
    NOTES:
    Available Support: Cloud Puff, Blessing of Gozreh available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith 2, Force Missile, Blessing of the Elements, Blessing of the Green Faith 1, Fireblade, black spot
    Recharged: crow, Aspect of the Hawk, Shock Lizard,
    Discard Pile: Cure, Blessing of Besmara, Erutaki Coat, Codex, Vine Leshy, Fire Gecko,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +3
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3
    Divine: Wis +2
    Survival: Wis +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start (□ or end) of your turn, you may exchange a card in your hand for an Animal ally in your discards.
    For your combat check, you may display an Animal ally to use Survival + 1d6. If you succeed at the check, recharge the displayed card; otherwise, bury (□ or discard) it.

    Board Status
    Most Recent BR Refresh
    For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.

    Notes for Flenta: Sage's Journal buried

    Notes for Siwar: Dilettante reloaded, Spellbound 1 recharged

    Harbor CLOSED
    Fog Bank CLOSED
    Sea Fort CLOSED
    Holy Isle CLOSED
    Coastline CLOSED
    Siwar, Flenta, Crimsi, Telessel - Ghol-Gan Ruins 6-11 remain // Needs shuffling
    Lini - Raker Shoals CLOSED


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

    Off turn, reload Dilettante, then recharge Blessing of the Spellbound

    Hour of the Dawnflower

    Free explore and encounter Swabbing the Decks
    Recharge/Banish Amulet of Fortitude. Discard Talisman Crafter.
    Automatically Banish. Choose not to recharge.


    Discard Apprentice to explore and encounter Illuminate
    Recharge Blessing of the Spellbound

    Arcane 6: 1d12 + 2 + 1d12 ⇒ (3) + 2 + (12) = 17 Acquired!

    Thanks to a new trinket, Siwar is able to swab the decks tirelessly while others take up the fighting. The decks shine so brightly it inspires her to prepare a rarely used spell.

    Siwar wrote:

    Hand: Bestiary of Garund, Illuminate, Dilettante, Cure, Fire Snake, Sphere of Fire,

    On Flenta's turn, banish Cure to recovery to heal Telessel

    Heal Telessel cards: 1d4 + 1 ⇒ (2) + 1 = 3

    Siwar wrote:

    Hand: Bestiary of Garund, Illuminate, Dilettante, Fire Snake, Sphere of Fire,

    Displayed:
    Deck: 8 Discard: 7 Buried: 0
    Current Location: Ghol-Gan Ruins
    Hero Points: 0
    Product Reroll: Used
    NOTES:
    Available Support: Blessing Available

    Illuminate: +1d8 to any ranged
    Movement: Keep me with the crew unless it's giving me a rough start of turn power
    Other: Recharge freely for d4s in hand order. (Allies reload)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of Abraxas, Blessing of Achaekek, Blessing of the God, Chain Mail, Helpful Haversack, Sphere of Fire (aq), Blessing of the Spellbound 1, Blessing of the Spellbound 2,
    Discard Pile: Blessing of the Spellbound 3, Chronicler, Flame Staff, Magical Child, Master-at-Arms, Talisman Crafter, Apprentice,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d4 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma + 3
    Divine: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Weapons
    POWERS:
    You may recharge a card to add 1d4 (☐+1) to a check by another character at your location. If the recharged card is an ally, put it on top of your deck instead.
    When you attempt 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.


    Board Status
    For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.

    Notes for Flenta: Sage's Journal buried

    Notes for Telessel: Heals 3

    Harbor CLOSED
    Fog Bank CLOSED
    Sea Fort CLOSED
    Holy Isle CLOSED
    Coastline CLOSED
    Siwar, Flenta, Crimsi, Telessel, Lini - Ghol-Gan Ruins 1-2 remain
    Raker Shoals CLOSED


    During This Adventure:

    During This Scenario: Use the Merchantman as your ship.

    Merchantman:

    Ship B
    Class 0

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

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

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

    Additional Rules: Story Banes

    Villain: Kelizar the Brine Dragon
    Henchmen (Closing): Onwu Azu

    Kelizar the Brine Dragon:

    Villain
    Type: Monster
    Traits: Dragon Aquatic
    To Defeat: Combat 16
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
    "There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

    Onwu Azu:

    Henchman
    Type: Monster
    Traits: Animal Aquatic
    To Defeat: Combat 10
    The Onwu Azu may not be evaded. If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 18, Flenta/Hawkmoon

    Random Cards:

    Monsters
    Spoiler:
    Draugr
    SS
    Monster C
    Traits:
    Undead
    Aquatic
    Basic
    To Defeat:
    Combat 9
    The Draugr is immune to the Mental and Poison traits.
    Before the encounter, succeed at Constitution or Fortitude 7 check or bury a random card from your hand.

    Spoiler:
    Reefclaw
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

    Spoiler:
    Bilge Spider Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Basic
    To Defeat:
    Combat 6
    All damage dealt by the Bilge Spider Swarm is Poison damage.
    If you are on a ship, the difficulty of the check to defeat is increased by 4.
    If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.

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

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

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

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

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

    Spoiler:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

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

    Weapons
    Spoiler:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic
    To Acquire:
    Dexterity
    Ranged
    Craft 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.

    Spoiler:
    Pistol
    SS
    Weapon C
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic
    To Acquire:
    Dexterity
    Ranged
    Craft 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.

    Spoiler:
    Longsword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; 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.

    Spoiler:
    Harpoon
    SS
    Weapon C
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

    Spells
    Spoiler:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

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

    Spoiler:
    Call Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
    Bury this card to search the deck of a character at your location for a weapon and give it to any character.
    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 6 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    SS
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Fireblade
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Wooden Shield
    SS
    Armor B
    Traits:
    Shield
    Offhand
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge 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.

    Spoiler:
    Magic Buckler
    SS
    Armor B
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    O-Yoroi
    None
    Armor P
    Traits:
    Heavy Armor
    Owner: Hayato
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 3 to your Diplomacy check.

    Recharge this card to reduce Combat damage dealt to you by 3.

    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury this card instead.

    If you have the Samurai trait, you may recharge this card when you reset your hand.


    Spoiler:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

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

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

    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Spoiler:
    Bracers of Protection
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Intelligence
    Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Spoiler:
    Mysterious Disk
    None
    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.

    Allies
    Spoiler:
    Dolphin
    SS
    Ally C
    Traits:
    Animal
    Aquatic
    Elite
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
    Recharge this card to examine the bottom card of any location deck.

    Spoiler:
    Dwarf Caiman
    SS
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 6
    Reveal this card to add 1d6 to your Stealth or Fortitude check.
    Discard this card to explore your location.

    Spoiler:
    Fox
    SS
    Ally C
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 7
    Recharge this card to add 1d4 to any Intelligence or Wisdom check.
    Discard this card to explore your location.

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

    Spoiler:
    Acolyte
    SS
    Ally C
    Traits:
    Human
    Elite
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Blessings
    Spoiler:
    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.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 12

    Hourglass

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

    Location #1: Harbor
    Closed
    At This Location: At the start of your turn, you may give a card to a character at another location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #3: Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Holy Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Coastline
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #6: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Flenta/Hawkmoon, Crimsi/Gimry, Telessel/Iceman91, Lini/Noasarc, Siwar/NathanDavis, None

    Ghol-Gan Ruins Card 1:
    Onwu Azu
    None
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 10
    The Onwu Azu may not be evaded.
    If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.
    Ghol-Gan Ruins Card 2:
    Kelizar the Brine Dragon
    SS
    Villain B
    Type: Monster
    Traits:
    Dragon
    Aquatic
    To Defeat:
    Combat 16
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
    "There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

    Location #7: Raker Shoals
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    Deck Handler

    Turn 18: The hour is Blessing of the Gods

    Free exploration: Onwu Azu
    Greatsword, Blessing of Gorum
    Combat 10+1-2=9: 1d10 + 3 + 2d6 + 1d10 + 2d10 ⇒ (9) + 3 + (6, 1) + (7) + (1, 2) = 29
    Success
    Defeated
    No need to attempt to close.

    I'll just end my turn and clear space in my hand to help with the villain.

    Flenta wrote:

    Hand: Spiked Chain +1, Strength 2, Spiked Half-Plate, Staff of Minor Healing, Blessing of Cayden Cailean, Incitation,

    Displayed:
    Deck: 3 Discard: 5 Buried: 1
    Current Location: Ghol-Gan Ruins
    Hero Points: 0
    NOTES:
    Available Support: Anything I have that can help, feel free to use.
    Other: Reroll: 0-1C: Not Used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Confusion, Greatclub, Greatsword,
    Discard Pile: Codex, False Life, Standard Bearer, Blessing of Gorum, Warhammer,
    Buried Pile: Sage's Journal,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatic: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Armor | Weapons | Arcane Item
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
    When you would discard a weapon for its power, you may recharge it instead.
    ☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

    Board Status
    For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.

    Notes for Telessel: Heals 3

    Harbor CLOSED
    Fog Bank CLOSED
    Sea Fort CLOSED
    Holy Isle CLOSED
    Coastline CLOSED
    Siwar, Flenta, Crimsi, Telessel, Lini - Ghol-Gan Ruins 2 remain
    Raker Shoals CLOSED


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

    Cure Recovery Divine 8: 1d12 + 2 ⇒ (11) + 2 = 13 Recharged

    In anticipation of the BYA. Banish Fire Snake to recovery. Recharge
    BA Dexterity Divine 7: 1d12 + 2 + 1d4 ⇒ (11) + 2 + (3) = 16 Discard Bestiary of Garund for Acid Damage


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

    ========================
    Crimsi starts her turn.
    Hour: Blessing of Cayden Cailean
    Hour Power:No effect.
    Location: Ghol-Gan Ruins
    Location Power:The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    Adventure Powers:
    Scenario Powers:

  • Use the Merchantman as your ship.

    Kelizar the Brine Dragon:

    SS
    Villain B
    Type: Monster
    Traits:
    Dragon
    Aquatic
    To Defeat:
    Combat 16
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.

    I'll banish the Elixr if I fail the BYA, so no point using resources here

    Dexterity 7: 1d10 ⇒ 6

    Roll Details:

    Dexterity - 1d10

    Acid Damage: 1d4 ⇒ 1
    Elixer prevents 1 Acid damage

    Combat 15(16-2+1): 1d10 + 1 + 1d6 + 1d4 + 1d6 + 1d4 + 1d8 ⇒ (10) + 1 + (3) + (3) + (6) + (1) + (1) = 25

    Roll Details:

    Combat(Ranged) - 1d10+1
    Flaming Shortbow - 1d6+1d4
    Bow Master - 1d6
    Archer - 1d4
    Illuminate - 1d8

    As the party frantically gets out of the way of the dragons acid breath, Crimsi simply closes her eyes and takes aim at the beast.

    "Crimsi kill bad Dragon!!"


  • 0-1C: BRINE DRAGON HUNT
    Development:
    You’ve survived the predations of a brine dragon, and apparently, you’re one of the lucky ones. As you sail away, you can see clearer waters in the distance: a coral reef surrounding a chain of islands. There’s wreckage ahead, monuments to sailors who were not as clever as you. Those vessels might have treasure, and you might even find another ship that’s still af loat. Your uneasy alliance with a pirate crew can’t last forever. At the first sign of booty, someone might get booted off this ship. Work together, lads and lasses, and loot while the looting’s good.

    Rewards:

    Scenario: Each character draws an ally from the box.
    Flenta: Cut-Throat Grok (Ally 1)
    Crimsi: Daji (Ally P)
    Telessel: Master-at-Arms
    Lini:Joseph "Jack" Scrimshaw
    Siwar:Deckhand

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

    Upgrades:
    Master-at-Arms (Ally B)
    Cut-Throat Grok (Ally 1)
    Joseph "Jack" Scrimshaw (Ally C)
    Daji (Ally 1)
    Deckhand (Ally C)
    Master-at-Arms (Ally C)
    Master-at-Arms (Ally B)
    Deckhand (Ally C)
    Magic Buckler (Armor B)
    Shinobi Shozoku (Armor 1)
    Chain Mail (Armor B)
    Blessing of Besmara (Blessing 1)
    Blessing of the Gods (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of Zogmugot (Blessing 1)
    Blessing of Gozreh (Blessing B)
    Blessing of Achaekek (Blessing B)
    Helpful Haversack (Item 1)
    Force Missile (Spell B)
    Sphere of Fire (Spell 1)
    Black Spot (Spell B)
    Illuminate (Spell 1)
    Shortbow (Weapon B)

    Ally 11
    Armor 1
    Blessing 11
    Item 1
    Spell 11
    Weapon -


    0-1D: SALVAGE OPERATIONS

    You’ve sailed away from a lengthy battle with a relentless brine dragon–a true terror of the deep–but other sailors in the Shackles have not been as lucky. A sharp-eyed sailor in the crow’s nest has spotted f lotsam ahead. It’s slow going for sailing ships here: the beastie you defeated took advantage of a chain of islands and coral reefs as its hunting grounds. Now the waters are clear enough for you to look for the remains of sunken ships.

    The captain of your ship planned ahead for her mutiny, but you’ve been caught unprepared. You’re going to need weapons, armor, provisions, and allies if you’re going to survive the trip ahead of you. You might even want a ship of your own...

    The promise of profit should make life a little easier for the crew you’re traveling with. They’re in high spirits, enough so that they’re willing to cut you a share of the profits of whatever you find. But time and tide wait for no one, so you’ll need to get in and get out while the waters are still high enough for you to sail away. If you’re caught at low tide, not even all the salvage you’ve found will be enough to save you from getting stranded in this dangerous area.

    Starting Plunder: 1d6 ⇒ 1 Weapon!

    During This Scenario:
    Choose any Class 0 ship as your ship.

    Shackles Pirate Ship:
    Shackles Pirate Ship
    Ship B
    Class 0

    Check to Defeat
    Dexterity
    Disable
    8
    OR
    Wisdom
    Survival
    6

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

    Check to Repair
    Craft
    5

    When Commanding (Wrecked)
    When your ship is dealt damage, add 1 to the amount of damage dealt.


    Goblin Weidling:
    Goblin Weidling
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Craft
    5

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


    Merchantman:
    Merchantman
    Ship B
    Class 0

    Check to Defeat
    Wisdom
    Survival
    5
    OR
    Perception
    7

    When Encountered
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    Check to Repair
    Craft
    6

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

    After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.
    When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.
    To win this scenario, close all locations.

    Story Banes

    Villain: None
    Henchmen (Closing): None


    We need to choose non-listed boons to add to each location.

    During This Adventure:

    During This Scenario: Picking a ship...

    After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.
    When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.
    To win this scenario, close all locations

    Additional Rules: Story Banes

    Villain: None
    Henchmen (Closing): None

    Scenario Level (#): 1

    Turn: 0, Crimsi/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Crab Swarm
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

    Spoiler:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

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

    Spoiler:
    Skeleton
    SS
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

    Spoiler:
    Zombie
    SS
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

    Barriers
    Spoiler:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

    Spoiler:
    Dead Man's Chest
    SS
    Barrier C
    Traits:
    Cache
    Lock
    Pirate
    To Defeat:
    Dexterity
    Disable 11
    OR Strength
    Melee 13
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

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

    Spoiler:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

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

    Weapons
    Spoiler:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Musket
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.

    Spoiler:
    Mace
    SS
    Weapon B
    Traits:
    Mace
    Melee
    Bludgeoning
    Basic
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Spoiler:
    Rapier
    SS
    Weapon C
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 5
    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. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Black Spot
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    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 6 check to recharge this card instead of discarding it.

    Spoiler:
    Black Spot
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    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 6 check to recharge this card instead of discarding it.

    Spoiler:
    Buoyancy
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 3
    Discard this card to examine the bottom card of your location deck and put it on top of that deck.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

    Spoiler:
    Arcane Armor
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Shinobi Shozoku
    None
    Armor P
    Traits:
    Light Armor
    Owner: Reiko
    To Acquire:
    Constitution
    Fortitude 7
    When you acquire this card, you may draw a card.

    Recharge this card to search you deck for a weapon that has the Ranged trait and put it in your hand. If you have the Ninja trait, you may search your deck for any weapon instead.

    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.


    Spoiler:
    Wooden Shield
    SS
    Armor B
    Traits:
    Shield
    Offhand
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge 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.

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

    Spoiler:
    Eye Patch
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Basic
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

    Spoiler:
    Rum Bottle
    SS
    Item B
    Traits:
    Object
    Liquid
    Basic
    To Acquire:
    Constitution
    Fortitude 7
    OR Craft 5
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Spoiler:
    Arcane Robes
    None
    Item P
    Traits:
    Clothing
    Magic
    Owner: Ezren
    To Acquire:
    Intelligence
    Arcane 8
    Bury this card to use your Arcane skill instead of any listed skill for your non-combat check.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    Caltrops
    SS
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    Allies
    Spoiler:
    Boatswain
    SS
    Ally B
    Traits:
    Dwarf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Cabin Boy
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 4
    Recharge this card to add 1d4 to your non-combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Snow Leopard
    SS
    Ally C
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d4 to any combat check.
    Discard this card to explore your location.

    Spoiler:
    Tidepool Dragon
    SS
    Ally 1
    Traits:
    Dragon
    Aquatic
    Elite
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
    If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

    Spoiler:
    Giffer Tibbs
    SS
    Ally B
    Traits:
    Gnome
    Pirate
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to put the bottom card of your deck on top of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 1 Telessel/Iceman91
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Lini/Noasarc:
    Spoiler:
    Hourglass Card 2 Lini/Noasarc
    Blessing of Cayden Cailean
    SS
    Blessing C
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 3 Siwar/NathanDavis
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 4 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 5 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 6 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 6 Telessel/Iceman91
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Lini/Noasarc:
    Spoiler:
    Hourglass Card 7 Lini/Noasarc
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 8 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 9 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 10 Crimsi/Gimry
    Blessing of Zogmugot
    SS
    Blessing P
    Traits:
    Divine
    Zogmugot
    To Acquire:
    Dexterity
    Stealth
    Divine 5
    Discard this card to add 1 die to any check.
    Bury this card to choose a card from another character's discard pile and add it to your hand.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
    Hourglass Card 11 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 11 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Lini/Noasarc:
    Spoiler:
    Hourglass Card 12 Lini/Noasarc
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 13 Siwar/NathanDavis
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 14 Flenta/Hawkmoon
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 15 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 16 Telessel/Iceman91
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Lini/Noasarc:
    Spoiler:
    Hourglass Card 17 Lini/Noasarc
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 18 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 19 Flenta/Hawkmoon
    Blessing of Sivanah
    SS
    Blessing C
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 20 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 21 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 21 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Lini/Noasarc:
    Spoiler:
    Hourglass Card 22 Lini/Noasarc
    Blessing of Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 23 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 24 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 25 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 25 Crimsi/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 26 Telessel/Iceman91
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Lini/Noasarc:
    Spoiler:
    Hourglass Card 27 Lini/Noasarc
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 28 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 29 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 29 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 30 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 30 Crimsi/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
    Located/Displayed Here: None

    Location #2: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Holy Isle
    At This Location: If you play a blessing during your exploration, you may explore again.
    When Closing: Succeed at a Wisdom or Divine 7 check.
    When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 0
    Located/Displayed Here: None

    Location #6: 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 ?: 0
    Located/Displayed Here: None

    Location #7: 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 ?: 0
    Located/Displayed Here: None


    During This Adventure:

    During This Scenario:

    Goblin Weidling:
    Goblin Weidling
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Craft
    5

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

    After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.
    When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.
    To win this scenario, close all locations

    Additional Rules: Story Banes

    Villain: None
    Henchmen (Closing): None

    Scenario Level (#): 1

    Turn: 1, Telessel/Iceman91

    Random Cards:

    Monsters
    Spoiler:
    Bilge Spider Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Basic
    To Defeat:
    Combat 6
    All damage dealt by the Bilge Spider Swarm is Poison damage.
    If you are on a ship, the difficulty of the check to defeat is increased by 4.
    If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.

    Spoiler:
    Blood Moon Pirate
    SS
    Monster B
    Traits:
    Lycanthrope
    Pirate
    Elite
    To Defeat:
    Combat 13
    Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
    If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

    Spoiler:
    Devilfish
    SS
    Monster 1
    Traits:
    Aberration
    Aquatic
    Basic
    To Defeat:
    Combat 10
    If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

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

    Spoiler:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.

    Barriers
    Spoiler:
    Goose in the Rigging
    SS
    Barrier 1
    Traits:
    Task
    Elite
    To Defeat:
    Intelligence
    Craft 7
    Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

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

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

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

    Weapons
    Spoiler:
    Heavy Crossbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Spoiler:
    Rapier
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 5
    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. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Shortbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Basic
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

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

    Spells
    Spoiler:
    Confusion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Frostbite
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Aid
    SS
    Spell B
    Traits:
    Magic
    Divine
    Elite
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Magic
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

    Spoiler:
    Charm Animal
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.

    Armors
    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Paladain Helm
    None
    Armor P
    Traits:
    Heavy Armor
    Magic
    Owner: Seelah
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.

    If proficient with heavy armors, you may recharge this card when you reset your hand.


    Spoiler:
    Magic Buckler
    SS
    Armor B
    Traits:
    Shield
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Buckler Gun
    SS
    Armor B
    Traits:
    Shield
    Firearm
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    THEN Constitution
    Fortitude 5
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
    Recharge 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.

    Spoiler:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 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.

    Items
    Spoiler:
    Eye Patch
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Basic
    To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

    Spoiler:
    Seer's Headdress
    None
    Item P
    Traits:
    Accessory
    Owner: Alahazra
    To Acquire:
    Wisdom 6
    When you examine the top card of any deck, recharge this card to examine the bottom card of that deck.

    When you examine the bottom card of any deck, recharge this card to examine the top card of that deck.


    Spoiler:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Spoiler:
    Thieves' Tools
    SS
    Item B
    Traits:
    Tool
    Basic
    To Acquire:
    Dexterity
    Disable 4
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

    Allies
    Spoiler:
    Droogami
    None
    Ally P
    Traits:
    Animal
    Owner: Lini
    To Acquire:
    Wisdom
    Survival 11
    Recharge this card to add 1d8 to you Perception or Stealth check.

    Discard this card on your turn to move, then explore your location.
    "Droogami's what we call good friends. We're friends, right?"
    -Lini


    Spoiler:
    Lookout
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Spoiler:
    Turtle
    SS
    Ally C
    Traits:
    Animal
    Aquatic
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Reveal this card to reduce Combat damage to you by 1.
    Discard this card to explore your location.

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

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

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

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

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

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

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

    Current Hour:

    Blessing of Cayden Cailean:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Lini/Noasarc:
    Spoiler:
    Hourglass Card 1 Lini/Noasarc
    Blessing of Cayden Cailean
    SS
    Blessing C
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 2 Siwar/NathanDavis
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 3 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 4 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 5 Telessel/Iceman91
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Lini/Noasarc:
    Spoiler:
    Hourglass Card 6 Lini/Noasarc
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 7 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 8 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 9 Crimsi/Gimry
    Blessing of Zogmugot
    SS
    Blessing P
    Traits:
    Divine
    Zogmugot
    To Acquire:
    Dexterity
    Stealth
    Divine 5
    Discard this card to add 1 die to any check.
    Bury this card to choose a card from another character's discard pile and add it to your hand.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
    Hourglass Card 10 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 10 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Lini/Noasarc:
    Spoiler:
    Hourglass Card 11 Lini/Noasarc
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 12 Siwar/NathanDavis
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 13 Flenta/Hawkmoon
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 14 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 15 Telessel/Iceman91
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Lini/Noasarc:
    Spoiler:
    Hourglass Card 16 Lini/Noasarc
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 17 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 18 Flenta/Hawkmoon
    Blessing of Sivanah
    SS
    Blessing C
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 19 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 20 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 21 Lini/Noasarc:
    Spoiler:
    Hourglass Card 21 Lini/Noasarc
    Blessing of Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 22 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 23 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 23 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 24 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 24 Crimsi/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 25 Telessel/Iceman91
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Lini/Noasarc:
    Spoiler:
    Hourglass Card 26 Lini/Noasarc
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 27 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 28 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 28 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 29 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 29 Crimsi/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
    Located/Displayed Here: Closing Boon: Weapon

    Cannibal Isle Card 1:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.
    Cannibal Isle Card 2:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Cannibal Isle Card 3:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Cannibal Isle Card 4:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 5:
    Blessing of the Dawnflower
    None
    Blessing P
    Traits:
    Divine
    Sarenrae
    Owner: Kyra
    To Acquire:
    Constitution 5
    OR Divine 6
    Discard this card to add 1 die to any check, or to add 2 dice to any non-combat Constitution check. If you have the Cleric trait, you may play another blessing on this check.

    Discard this card to explore your location.

    Cannibal Isle Card 6:
    Pistol +1
    SS
    Weapon C
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 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.
    Cannibal Isle Card 7:
    Bloodbug
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
    Cannibal Isle Card 8:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Cannibal Isle Card 9:
    Pirate Hunting
    SS
    Barrier C
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Cannibal Isle Card 10:
    Mogmurch
    SS
    Ally P
    Traits:
    Goblin
    Alchemist
    To Acquire:
    Charisma
    Diplomacy 7
    OR Ranged
    Craft 5
    Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
    Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
    "Things go boom when Mogmurch throws,
    Much more fun than using bows_
    Sometimes where the boom boom blows
    is not my fault- that's how it goes_" -Mogmurch's song


    Location #2: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Closing Boon: Blessing
    Shipwreck Graveyard Card 1:
    Find Traps
    SS
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Shipwreck Graveyard Card 2:
    Bucket Brigade
    SS
    Barrier C
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
    Shipwreck Graveyard Card 3:
    Short Sword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Basic
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
    Shipwreck Graveyard Card 4:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, 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.
    Shipwreck Graveyard Card 5:
    Ring of Wave Walking
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Aquatic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
    Shipwreck Graveyard Card 6:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Shipwreck Graveyard Card 7:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.
    Shipwreck Graveyard Card 8:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Shipwreck Graveyard Card 9:
    Skeleton
    SS
    Monster C
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
    Shipwreck Graveyard Card 10:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Location #3: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Closing Boon: Blessing
    Floating Shipyard Card 1:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 2:
    Leryn
    None
    Ally P
    Traits:
    Animal
    Owner: Adowyn
    To Acquire:
    Wisdom
    Survival 9
    Recharge this card to examine the top or bottom card of your location deck.

    Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.

    Floating Shipyard Card 3:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Floating Shipyard Card 4:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
    Floating Shipyard Card 5:
    Rogue Eidolon
    None
    Monster P
    Traits:
    Outsider
    Eidolon
    Veteran
    To Defeat:
    Combat 8
    If you do not have the Summoner trait, increase the difficulty to defeat by the adventure deck number of the current scenario, if any.

    If undefeated, the Rogue Eidolon deals 1 point of Combat damage to each character at your location.

    If defeated, you may add this card to your hand. Banish the Rogue Eidolon from your hand to explore your location.

    Floating Shipyard Card 6:
    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.
    Floating Shipyard Card 7:
    Strength
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 8:
    Arcane Armor
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Wooden Armor
    SS
    Armor C
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Floating Shipyard Card 10:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Location #4: Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Closing Boon: Blessing
    Seaside Warehouse Card 1:
    Dagger
    SS
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Basic
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    Seaside Warehouse Card 2:
    Old Salt's Bandana
    SS
    Item B
    Traits:
    Accessory
    Swashbuckling
    Elite
    To Acquire:
    Wisdom
    Survival 4
    Reveal this card to add the Swashbuckling trait to your check.
    Seaside Warehouse Card 3:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Seaside Warehouse Card 4:
    Blast Stone
    SS
    Item C
    Traits:
    Object
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.
    Seaside Warehouse Card 5:
    Ring of the Beasts
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card to add 1d6 to your check against a card with the Animal trait.
    Seaside Warehouse Card 6:
    Owlbeartross
    SS
    Monster P
    Traits:
    Aberration
    To Defeat:
    Combat 13
    THEN Combat 15
    Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
    If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
    Seaside Warehouse Card 7:
    Potion of Glibness
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.
    Seaside Warehouse Card 8:
    Boarding Pike
    SS
    Weapon C
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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.
    Seaside Warehouse Card 9:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Seaside Warehouse Card 10:
    Smuggler
    SS
    Monster B
    Traits:
    Human
    Smuggler
    Basic
    To Defeat:
    Combat 9
    Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

    Location #5: Holy Isle
    At This Location: If you play a blessing during your exploration, you may explore again.
    When Closing: Succeed at a Wisdom or Divine 7 check.
    When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
    M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 0
    Located/Displayed Here: Closing Boon: Weapon
    Holy Isle Card 1:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Holy Isle Card 2:
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Holy Isle Card 3:
    Dolphin
    SS
    Ally C
    Traits:
    Animal
    Aquatic
    Elite
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
    Recharge this card to examine the bottom card of any location deck.
    Holy Isle Card 4:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Holy Isle Card 5:
    Dagger
    SS
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Basic
    To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    Holy Isle Card 6:
    Illuminate
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1d8 to any Ranged combat 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 8 check to recharge this card instead of discarding it.
    Holy Isle Card 7:
    Skeleton
    SS
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
    Holy Isle Card 8:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.
    Holy Isle Card 9:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Holy Isle Card 10:
    Blessing of Gorum
    SS
    Blessing C
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #6: 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: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
    Located/Displayed Here: Closing Boon: Spell
    Fringes of the Eye Card 1:
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.
    Fringes of the Eye Card 2:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Fringes of the Eye Card 3:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Fringes of the Eye Card 4:
    Besmaran Priest
    SS
    Ally B
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 5:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fringes of the Eye Card 6:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Fringes of the Eye Card 7:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Fringes of the Eye Card 9:
    Phantasmal Minion
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character at any location.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Fringes of the Eye Card 10:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: 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: 1 Bl: 1 ?: 0
    Located/Displayed Here: Closing Boon: Ally
    Lonely Island Card 1:
    Cloth Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Lonely Island Card 2:
    Rage
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 6
    Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
    Lonely Island Card 3:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Lonely Island Card 4:
    Cat-o'-Nine-Tails
    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Lonely Island Card 5:
    Barefoot Samms Toppin
    SS
    Ally B
    Traits:
    Human
    Rogue
    Pirate
    To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Lonely Island Card 6:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.
    Lonely Island Card 7:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
    Lonely Island Card 8:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Lonely Island Card 9:
    Morningstar
    SS
    Weapon B
    Traits:
    Mace
    Melee
    Piercing
    Elite
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
    Lonely Island Card 10:
    Alchemy Lab
    None
    Item P
    Traits:
    Accessory
    Owner: Damiel
    To Acquire:
    Intelligence
    Craft 10
    Bury this card to add a random item that has the Alchemical trait from the box to your hand.

    Location #8: Plunder Pile
    At This Location: This is not a location. It is a plunder pile.
    When Closing:
    When Permanently Closed: .
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Plunder Pile Card 1:
    Veteran's Longspear
    None
    Weapon P
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Veteran
    Owner: Alain
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus the adventure deck number of the current scenario, if any.

    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. If you fail the second time, reduce the damage dealt to you by 1.


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

    Starting with Telessel

    Siwar wrote:

    Hand: Cure, Bestiary of Garund, Codex, Apprentice, Pharasma's Knowing, Sphere of Fire,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: With Telessel
    Hero Points: 0
    Product Reroll: Used
    NOTES:
    Available Support: Codex: Local acquire 1d8+2

    Blessing and Cure available
    Movement: Keep me with the crew unless it's giving me a rough start of turn power
    Other: Recharge freely for d4s in hand order. (Allies reload)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Splash, Blessing of the Spellbound 2, Fire Snake, Blessing of the Spellbound 1, Flame Staff, Magical Child, Blessing of Abraxas, Talisman Crafter, Dilettante, Chronicler
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d4 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma + 3
    Divine: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Weapons
    POWERS:
    You may recharge a card to add 1d4 (☐+1) to a check by another character at your location. If the recharged card is an ally, put it on top of your deck instead.
    When you attempt 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.


    Deck Handler

    Starting at Holy Isle.

    Lini wrote:

    Hand: Blessing of the Green Faith 2, Fire Gecko, Shock Lizard, Vine Leshy, Aspect of the Mouse,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crow, Droogami, Fireblade, Bag of Sticks, Blessing of the Green Faith 1, Cloud Puff, Blessing of the Elements, Erutaki Coat, Cure
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +3
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3
    Divine: Wis +2
    Survival: Wis +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start (☑ or end) of your turn, you may exchange a card in your hand for an Animal ally in your discards.
    For your combat check, you may display an Animal ally to use Survival + 1d6. If you succeed at the check, recharge the displayed card; otherwise, bury (□ or discard) it.


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

    Start at Seaside Warehouse. Add The Winged Serpent to replace Incitation
    "

    Crimsi wrote:

    Hand: Heavy Crossbow, Flaming Shortbow, Elixir of Energy Resistance, Prayer, The Winged Serpent,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Seaside Warehouse
    Hero Points: 0
    NOTES:
    Available Support:
  • Feel free to use the Flaming Shortbow for distant combat checks.
  • The Winged Serpent Recharges to bless distant checks
    Other: Paizo reroll used for scenario 0-1C?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Longbow, Compass, Spider, Thieves' Tools, Deathbane Light Crossbow, Snake, Incitation, Elixer of Healing, Spyglass, Chain Shirt, Archer
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +1
    Constitution d6 ☐ +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    - Craft: Intelligence +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Bow Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:
    At the start of your turn, you may examine the top card of a random location.
    For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
    On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6).

    "


    Deck Handler

    Start at Seaside Warehouse

    .

    Telessel wrote:

    Hand: Wendifisa Spear, Starknife, Crow, Mouse, Blessing of the Ancients 1, Yelthian,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 1
    Accessory reroll: N
    NOTES:
    Available Support: Starknife, allies, and blessin are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Studded Leather Armor, Archer's Bracers, Blessing of the Elements, Magic Chain Shirt, Prayer, Longbow, The Cyclone, Compass, Shining Wayfinder, Blessing of the Ancients 2, Light Crossbow
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +3
    Ranged: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3
    Perception: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor, Weapons
    POWERS:
    Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
    Cunning: On your Knowledge or Perception check against a bane (▢ or your check before or after you act), add 1d8.


    Deck Handler

    Cannibal Isle

    Flenta wrote:

    Hand: Warhammer, Infernal Healing, Detect Magic, Spiked Half-Plate, Staff of Minor Healing, Standard Bearer,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Cannibal Isle
    Hero Points: 0
    NOTES:
    Available Support: Anything I have that can help, feel free to use.
    Other: Reroll: 0-1C: Not Used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, False Life, Blessing of Cayden Cailean, Sage's Journal, Greatclub, Strength, Spiked Chain +1, Greatsword, Incitation, Wand of Force Missile
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatic: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Armor | Weapons | Arcane Item
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
    When you would discard a weapon for its power, you may recharge it instead.
    ☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.


    Deck Handler

    Hour of Cayden Cailean

    Stay at Seaside Warehouse
    When you acquire a card, put it under this card.

    Free explore of #1: Dagger
    Banish

    Discard Crow to explore #2: Old Salt's Bandana
    Banish

    Discard Yelthian to move to Shipwreck Graveyard and explore #1: Find Traps
    Wis 6: 1d10 + 1 ⇒ (9) + 1 = 10 Success

    Discard Recharge Mouse to explore #2: Bucket Brigade
    Recharge BotA
    Con 6: 1d6 + 1d6 ⇒ (5) + (1) = 6 Success

    End turn

    Telessel wrote:

    Hand: Wendifisa Spear, Starknife, Find Traps, Compass, The Cyclone,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 1
    Accessory reroll: N
    NOTES:
    Available Support: Starknife, Find Traps, and Blessing are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Shirt, Prayer, Studded Leather Armor, Archer's Bracers, Longbow, Blessing of the Ancients 2, Blessing of the Elements, Shining Wayfinder, Light Crossbow
    Recharged: Mouse, Blessing of the Ancients 1,
    Discard Pile: Crow, Yelthian,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +3
    Ranged: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3
    Perception: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor, Weapons
    POWERS:
    Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
    Cunning: On your Knowledge or Perception check against a bane (▢ or your check before or after you act), add 1d8.


    Deck Handler

    Hour: Blessing of Cayden Cailean

    Staying at Holy Isle

    Free Explore card #1: Blessing of Abadar
    Divine 5: 1d10 + 3 ⇒ (8) + 3 = 11
    Success, Abadar acquired.

    Discard Shock Lizard, card Explore #2: Blessing of Achaekek
    Divine 5: 1d10 + 3 ⇒ (7) + 3 = 10
    Success, Achaekek acquired.

    Discard Green Faith, card explore #3: Dolphin
    Discard Achaekek for extra die.
    Survival 8: 2d10 + 4 ⇒ (4, 2) + 4 = 10
    Success, Dolphin acquired.

    Free Explore off blessing, explore card #4: Blessing of Gorum
    Divine 5: 1d10 + 3 ⇒ (4) + 3 = 7
    Success, Gorum acquired.

    Discard Gorum, explore card #5: Dagger
    Display Aspect of the Mouse
    Dex 3: 2d6 ⇒ (2, 3) = 5
    Success, Dagger acquired. Choosing to leave open for spell acquisition.

    Discard Fire Gecko, explore card #6: Illuminate
    Divine 6: 1d10 + 3 ⇒ (5) + 3 = 8
    Success, Illuminate acquired.

    Discard Abadar, explore card #7: Skeleton
    Display Dolphin, recharge Dagger.
    Combat 8: 1d10 + 1d6 + 1d4 + 4 ⇒ (3) + (2) + (4) + 4 = 13
    Success, Skeleton defeated.

    End of turn, swap Illuminate for Fire Gecko.

    Recovery phase: Aspect of the Mouse
    Divine 6: 1d10 + 3 ⇒ (2) + 3 = 5
    Fail, spell discarded.

    Received a bunch of blessings before finding a random dagger and used it to shiv a skeleton.

    Lini wrote:

    Hand: Fire Gecko, Fireblade, Erutaki Coat, Vine Leshy, Illuminate, Blessing of Abadar,

    Displayed:
    Deck: 10 Discard: 6 Buried: 0
    Hero Points: 0
    Used Accessory re-roll: N
    NOTES:
    Available Support: Blessing, Illuminate available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure, Blessing of the Elements, Blessing of the Green Faith 1, Crow, Droogami, Bag of Sticks, Cloud Puff
    Recharged: Dagger, Dolphin,
    Discard Pile: Shock Lizard, Blessing of the Green Faith 2, Blessing of Achaekek, Blessing of Gorum, Aspect of the Mouse, Illuminate,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +3
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3
    Divine: Wis +2
    Survival: Wis +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start (□ or end) of your turn, you may exchange a card in your hand for an Animal ally in your discards.
    For your combat check, you may display an Animal ally to use Survival + 1d6. If you succeed at the check, recharge the displayed card; otherwise, bury (□ or discard) it.


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

    Hour of Besmara

    Give Card to Crimsi: Bestiary of Garund
    Move to Lonely Island


    Free explore and encounter Cloth Armor
    Reveal Codex, Lonely

    Constitution 2: 1d4 + 1 + 1d4 ⇒ (1) + 1 + (4) = 6
    Acquired and draw Blessing of the Spellbound 1

    Discard Pharasma's Knowing to draw Blessing of Abraxas and Fire Snake. Then recharge Cure and Cloth Armor, then explore and encounter Rage
    Reveal Codex, Lonely

    Arcane 6: 1d12 + 2 + 1d4 ⇒ (12) + 2 + (1) = 15 Acquired!

    Discard Blessing of the Spellbound 1 to explore and encounter Blessing of the Gods. Automatically Acquire.


    Discard Blessing of the Gods to explore and encounter Cat-o'-Nine-Tails
    Reveal Codex, Lonely

    Strength 11: 1d4 + 1 + 1d4 ⇒ (1) + 1 + (4) = 6 Banished!

    Discard Blessing of Abraxas to explore and encounter Barefoot Samms Toppin
    Reveal Codex, Lonely

    Diplomacy 8: 1d12 + 4 + 1 + 1d4 ⇒ (9) + 4 + 1 + (4) = 18Acquired!
    Banish Barefoot Samms Toppin to close!

    On closing draw from the box and recharge Swab

    Having enrage Gimri by giving the goblin a book, Siwar takes some time to herself. She finds an angry part of herself that resents this newfound life and takes it out on a barefoot pirate.

    Siwar wrote:

    Hand: Rage, Apprentice, Codex, Blessing of the Spellbound 2, Fire Snake, Sphere of Fire,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Current Location: Lonely Island
    Hero Points: 0
    Product Reroll: Used
    NOTES:
    Available Support: Blessing available
    Movement: Keep me with the crew unless it's giving me a rough start of turn power
    Other: Recharge freely for d4s in hand order. (Allies reload)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chronicler, Talisman Crafter, Flame Staff, Dilettante, Acid Splash, Magical Child
    Recharged: Cure, Cloth Armor, Swab,
    Discard Pile: Pharasma's Knowing, Blessing of the Spellbound 1, Blessing of the Gods, Blessing of Abraxas,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d4 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma + 3
    Divine: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Weapons
    POWERS:
    You may recharge a card to add 1d4 (☐+1) to a check by another character at your location. If the recharged card is an ally, put it on top of your deck instead.
    When you attempt 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.


    Board Status

    Notes for Crimsi: Given Bestiary of Garund

    Flenta - Cannibal Isle 1-10 remain
    Telessel - Shipwreck Graveyard 1-8 remain
    Floating Shipyard 1-10 remain
    Crimsi - Seaside Warehouse 1-10 remain
    Lini - Holy Isle 1-3 remain
    Fringes of the Eye 1-10 remain
    Siwar - Lonely Island CLOSED


    During This Adventure:

    During This Scenario:

    Goblin Weidling:
    Goblin Weidling
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Craft
    5

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

    After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.
    When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.
    To win this scenario, close all locations

    Additional Rules: Story Banes

    Villain: None
    Henchmen (Closing): None

    Scenario Level (#): 1

    Turn: 4, Flenta/Hawkmoon

    Random Cards:

    Monsters
    Spoiler:
    Saltwater Ogre
    SS
    Monster C
    Traits:
    Giant
    Ogre
    Aquatic
    To Defeat:
    Combat 14
    If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

    Spoiler:
    Ghost
    SS
    Monster B
    Traits:
    Undead
    Incorporeal
    Ghost
    Elite
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

    Spoiler:
    Bilge Spider Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Basic
    To Defeat:
    Combat 6
    All damage dealt by the Bilge Spider Swarm is Poison damage.
    If you are on a ship, the difficulty of the check to defeat is increased by 4.
    If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.

    Spoiler:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

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

    Barriers
    Spoiler:
    Man Overboard
    SS
    Barrier B
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

    Spoiler:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

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

    Spoiler:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Weapons
    Spoiler:
    Longsword
    SS
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; 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.

    Spoiler:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic
    To Acquire:
    Dexterity
    Ranged
    Craft 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.

    Spoiler:
    Throwing Axe
    SS
    Weapon B
    Traits:
    Axe
    Ranged
    Slashing
    Elite
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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.

    Spoiler:
    Cat-o'-Nine-Tails
    SS
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

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

    Spoiler:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Holy Stone
    SS
    Spell 1
    Traits:
    Magic
    Divine
    Attack
    Ranged
    Elite
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    O-Yoroi
    None
    Armor P
    Traits:
    Heavy Armor
    Owner: Hayato
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 3 to your Diplomacy check.

    Recharge this card to reduce Combat damage dealt to you by 3.

    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury this card instead.

    If you have the Samurai trait, you may recharge this card when you reset your hand.


    Spoiler:
    Cloth Armor
    SS
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    Shinobi Shozoku
    None
    Armor P
    Traits:
    Light Armor
    Owner: Reiko
    To Acquire:
    Constitution
    Fortitude 7
    When you acquire this card, you may draw a card.

    Recharge this card to search you deck for a weapon that has the Ranged trait and put it in your hand. If you have the Ninja trait, you may search your deck for any weapon instead.

    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.


    Spoiler:
    Paladain Helm
    None
    Armor P
    Traits:
    Heavy Armor
    Magic
    Owner: Seelah
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.

    If proficient with heavy armors, you may recharge this card when you reset your hand.


    Items
    Spoiler:
    Masterwork Tools
    SS
    Item B
    Traits:
    Tool
    Elite
    To Acquire:
    Dexterity
    Disable 7
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Spoiler:
    Dreamseeker's Staff
    None
    Item P
    Traits:
    Staff
    Magic
    Owner: Feiya
    To Acquire:
    Intelligence
    Arcane 9
    When you play a spell that has the Attack trait, reveal this card and discard a spell to add 1d8+1 to your combat check. If you succeed at the check, recharge a random spell from your discard pile.

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


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

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

    Spoiler:
    Powder Horn
    SS
    Item C
    Traits:
    Tool
    Alchemical
    Basic
    To Acquire:
    Ranged
    Intelligence
    Craft 6
    Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

    Allies
    Spoiler:
    Master Gunner
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

    Spoiler:
    Surgeon
    SS
    Ally B
    Traits:
    Human
    Surgeon
    Elite
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
    Discard this card to explore your location.

    Spoiler:
    Cabin Boy
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 4
    Recharge this card to add 1d4 to your non-combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

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

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
    Located/Displayed Here: Flenta/Hawkmoon, Closing Boon: Weapon

    Cannibal Isle Card 1:
    Old Salt
    SS
    Ally B
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.
    Cannibal Isle Card 2:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Cannibal Isle Card 3:
    Sea Hag
    SS
    Monster B
    Traits:
    Hag
    Aquatic
    To Defeat:
    Combat 11
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
    Cannibal Isle Card 4:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 5:
    Blessing of the Dawnflower
    None
    Blessing P
    Traits:
    Divine
    Sarenrae
    Owner: Kyra
    To Acquire:
    Constitution 5
    OR Divine 6
    Discard this card to add 1 die to any check, or to add 2 dice to any non-combat Constitution check. If you have the Cleric trait, you may play another blessing on this check.

    Discard this card to explore your location.

    Cannibal Isle Card 6:
    Pistol +1
    SS
    Weapon C
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 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.
    Cannibal Isle Card 7:
    Bloodbug
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
    Cannibal Isle Card 8:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Cannibal Isle Card 9:
    Pirate Hunting
    SS
    Barrier C
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Cannibal Isle Card 10:
    Mogmurch
    SS
    Ally P
    Traits:
    Goblin
    Alchemist
    To Acquire:
    Charisma
    Diplomacy 7
    OR Ranged
    Craft 5
    Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
    Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
    "Things go boom when Mogmurch throws,
    Much more fun than using bows_
    Sometimes where the boom boom blows
    is not my fault- that's how it goes_" -Mogmurch's song


    Location #2: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Telessel/Iceman91, Closing Boon: Blessing
    Shipwreck Graveyard Card 1:
    Short Sword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Basic
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
    Shipwreck Graveyard Card 2:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, 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.
    Shipwreck Graveyard Card 3:
    Ring of Wave Walking
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Aquatic
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.
    Shipwreck Graveyard Card 4:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Shipwreck Graveyard Card 5:
    Shackles Pirate
    SS
    Monster B
    Traits:
    Human
    Pirate
    Veteran
    To Defeat:
    Combat 9
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.
    Shipwreck Graveyard Card 6:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Shipwreck Graveyard Card 7:
    Skeleton
    SS
    Monster C
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
    Shipwreck Graveyard Card 8:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Location #3: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Closing Boon: Blessing
    Floating Shipyard Card 1:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 2:
    Leryn
    None
    Ally P
    Traits:
    Animal
    Owner: Adowyn
    To Acquire:
    Wisdom
    Survival 9
    Recharge this card to examine the top or bottom card of your location deck.

    Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.

    Floating Shipyard Card 3:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Floating Shipyard Card 4:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
    Floating Shipyard Card 5:
    Rogue Eidolon
    None
    Monster P
    Traits:
    Outsider
    Eidolon
    Veteran
    To Defeat:
    Combat 8
    If you do not have the Summoner trait, increase the difficulty to defeat by the adventure deck number of the current scenario, if any.

    If undefeated, the Rogue Eidolon deals 1 point of Combat damage to each character at your location.

    If defeated, you may add this card to your hand. Banish the Rogue Eidolon from your hand to explore your location.

    Floating Shipyard Card 6:
    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.
    Floating Shipyard Card 7:
    Strength
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 8:
    Arcane Armor
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Wooden Armor
    SS
    Armor C
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Floating Shipyard Card 10:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Location #4: Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Crimsi/Gimry, Closing Boon: Blessing
    Seaside Warehouse Card 1:
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Seaside Warehouse Card 2:
    Blast Stone
    SS
    Item C
    Traits:
    Object
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.
    Seaside Warehouse Card 3:
    Ring of the Beasts
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card to add 1d6 to your check against a card with the Animal trait.
    Seaside Warehouse Card 4:
    Owlbeartross
    SS
    Monster P
    Traits:
    Aberration
    To Defeat:
    Combat 13
    THEN Combat 15
    Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
    If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
    Seaside Warehouse Card 5:
    Potion of Glibness
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.
    Seaside Warehouse Card 6:
    Boarding Pike
    SS
    Weapon C
    Traits:
    Polearm
    Melee
    Piercing
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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.
    Seaside Warehouse Card 7:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Seaside Warehouse Card 8:
    Smuggler
    SS
    Monster B
    Traits:
    Human
    Smuggler
    Basic
    To Defeat:
    Combat 9
    Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

    Location #5: Holy Isle
    At This Location: If you play a blessing during your exploration, you may explore again.
    When Closing: Succeed at a Wisdom or Divine 7 check.
    When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
    M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Lini/Noasarc, Closing Boon: Weapon
    Holy Isle Card 1:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.
    Holy Isle Card 2:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Holy Isle Card 3:
    Blessing of Gorum
    SS
    Blessing C
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #6: 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: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
    Located/Displayed Here: Closing Boon: Spell
    Fringes of the Eye Card 1:
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.
    Fringes of the Eye Card 2:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Fringes of the Eye Card 3:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Fringes of the Eye Card 4:
    Besmaran Priest
    SS
    Ally B
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 5:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fringes of the Eye Card 6:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Fringes of the Eye Card 7:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Fringes of the Eye Card 9:
    Phantasmal Minion
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character at any location.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Fringes of the Eye Card 10:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: Lonely Island
    Closed
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Siwar/NathanDavis, Closing Boon: Ally

    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: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Plunder Pile Card 1:
    Veteran's Longspear
    None
    Weapon P
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Veteran
    Owner: Alain
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus the adventure deck number of the current scenario, if any.

    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. If you fail the second time, reduce the damage dealt to you by 1.


    Deck Handler

    Turn 4: The hour is Blessing of the Gods

    Play Detect Magic to examine: Old Salt
    Draw and recharge: Strength

    Free exploration: Old Salt
    Fail
    Banished

    Discard Standard Bearer to explore: Captain
    Constitution 4: 1d6 ⇒ 6
    Success
    Charisma 6: 1d6 ⇒ 6
    Success
    Surprisingly acquired

    Discard Captain to explore: Sea Hag
    BYA Arcane 8: 0 = 0
    Failed. Can't play spells with the Attack trait.
    Warhammer, Strength
    Combat 11: 1d10 + 3 + 1d8 ⇒ (6) + 3 + (3) = 12
    Success
    Defeated

    Display Infernal Healing

    End my turn.
    Bury Captain to heal Standard Bearer

    Flenta wrote:

    Hand: Warhammer, Greatclub, Spiked Chain +1, Wand of Force Missile, Staff of Minor Healing, Blessing of Cayden Cailean,

    Displayed: Spiked Half-Plate, Infernal Healing,
    Deck: 8 Discard: 0 Buried: 1
    Current Location: Cannibal Isle
    Hero Points: 0
    NOTES:
    Available Support: Anything I have that can help, feel free to use.
    Other: Reroll: 0-1C: Not Used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Strength, Standard Bearer, Greatsword, False Life, Sage's Journal, Incitation, Blessing of Gorum, Strength 2
    Recharged:
    Discard Pile:
    Buried Pile: Captain,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatic: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Armor | Weapons | Arcane Item
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
    When you would discard a weapon for its power, you may recharge it instead.
    ☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

    Board Status
    Most Recent BR Refresh

    Notes for Crimsi: Given Bestiary of Garund

    Flenta - Cannibal Isle 4-10 remain
    Telessel - Shipwreck Graveyard 1-8 remain
    Floating Shipyard 1-10 remain
    Crimsi - Seaside Warehouse 1-8 remain
    Lini - Holy Isle 1-3 remain
    Fringes of the Eye 1-10 remain
    Siwar - Lonely Island CLOSED


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

    ========================
    Crimsi starts her turn.
    Hour: Blessing of the Gods
    Hour Power:No effect.
    Location: Seaside Warehouse
    Location Power:When you acquire a card, put it under this card.
    Adventure Powers:
    Scenario Powers:

  • Use the Merchantman as your ship.

    SoT Examine Location: 1d6 ⇒ 6 -> Fringes of the Eye
    Pirate Captain

    Blessing of Gorum:

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

    Strength 4: 1d6 ⇒ 1

    Roll Details:

    Strength - 1d6

    Discard Prayer to examine/explore again

    Blast Stone:

    SS
    Item C
    Traits:
    Object
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Craft 4 is an auto, but it gets put under the Warehouse

    I scratch my head as Siwar hands me a book.

    "Golarian Beasts and how to kill them" I read the title aloud.

    'Crimsi already know how to kill beasts. Point, shoot, dead.' I think to myself.

    "Siwar! Ya furgot book!"

    I yell after the Bard, but they are long gone.

    Tossing the book in my bag, I continue searching the warehouse. I soon find a small note:

    "I O U - 1 Blast Stone"

    The smile grows across my face as I read.

    'Crimisi make things go boom!'

    I quickly look around to try to find who to redeem my newfound treasure with.

    "

    Crimsi wrote:

    Hand: Heavy Crossbow, Flaming Shortbow, Longbow, Bestiary of Garund, The Winged Serpent,

    Displayed: Elixir of Energy Resistance,
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Seaside Warehouse
    Hero Points: 0
    NOTES:
    Available Support:
  • Feel free to use the Flaming Shortbow and Longbow for distant combat checks.
  • The Winged Serpent Recharges to bless distant checks
    Other: Paizo reroll used for scenario 0-1C?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Snake, Compass, Deathbane Light Crossbow, Elixer of Healing, Archer, Chain Shirt, Incitation, Spider, Spyglass, Thieves' Tools
    Recharged:
    Discard Pile: Prayer,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +1
    Constitution d6 ☐ +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    - Craft: Intelligence +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Bow Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:
    At the start of your turn, you may examine the top card of a random location.
    For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
    On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6).

    "

    End of Turn Summary
    Examined Card 1 of Fringes of the Eye
    Banished Card 1 of the Seaside Warehouse
    Card 2 of the Seaside Warehouse was placed under the location

    "Board Status
    Most Recent BR Refresh
    Flenta - Cannibal Isle 4-10 remain
    Telessel - Shipwreck Graveyard 1-8 remain
    Floating Shipyard 1-10 remain
    Crimsi - Seaside Warehouse 3-8 remain
    Lini - Holy Isle 1-3 remain
    Fringes of the Eye 1-10 remain // 1 - Pirate Captain
    Siwar - Lonely Island CLOSED"


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

    Going to Retcon the turn as the Blessing is the closing trigger and I missed that. Instead of using the Prayer to go again, I will use it to bless the check on the Gorum

    Strength 4: 1d6 + 1d6 ⇒ (4) + (5) = 9

    Roll Details:

    Strength - 1d6
    Blessed - 1d6

    Gorum acquired. Put it under the location. Close Check

    Dexterity 7: 1d10 + 1 + 1d10 ⇒ (10) + 1 + (1) = 12

    Roll Details:

    Dexterity - 1d10+1
    Blessed - 1d10

    Grab a Party Blessing to bless

    Warehouse is closed, grab the Gorum out from under it

    "

    Crimsi wrote:

    Hand: Heavy Crossbow, Flaming Shortbow, Bestiary of Garund, Blessing of Gorum, The Winged Serpent,

    Displayed: Elixir of Energy Resistance,
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Seaside Warehouse
    Hero Points: 0
    NOTES:
    Available Support:
  • Feel free to use the Flaming Shortbow for distant combat checks.
  • The Winged Serpent Recharges to bless distant checks
    Other: Paizo reroll used for scenario 0-1C?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thieves' Tools, Deathbane Light Crossbow, Elixer of Healing, Chain Shirt, Spider, Snake, Compass, Spyglass, Archer, Incitation, Longbow
    Recharged:
    Discard Pile: Prayer,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +1
    Constitution d6 ☐ +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    - Craft: Intelligence +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Bow Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:
    At the start of your turn, you may examine the top card of a random location.
    For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
    On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6).

    "


    Deck Handler

    Crimsi's turn: discard Cyclone on the close check
    Recharge Compass to move to Holy Isle and examine #1: Sphere of Fire

    Telessel's turn
    Hour of Gozreh

    Give Lini Find Traps

    Move back to Shipwreck Graveyard

    Free explore of #1: Short Sword
    Banish

    End turn

    Telessel wrote:

    Hand: Wendifisa Spear, Longbow, Shining Wayfinder, Archer's Bracers,

    Displayed: Magic Chain Shirt,
    Deck: 8 Discard: 4 Buried: 0
    Hero Points: 1
    Accessory reroll: N
    NOTES:
    Available Support: Longbow is available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Elements, Studded Leather Armor, Prayer, Light Crossbow, Blessing of the Ancients 2
    Recharged: Mouse, Blessing of the Ancients 1, Compass,
    Discard Pile: Crow, Yelthian, The Cyclone, Starknife,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +3
    Ranged: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3
    Perception: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor, Weapons
    POWERS:
    Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
    Cunning: On your Knowledge or Perception check against a bane (▢ or your check before or after you act), add 1d8.

    Board Status
    Most Recent BR Refresh

    Notes for Lini: Given Find Traps

    Flenta - Cannibal Isle 4-10 remain
    Telessel - Shipwreck Graveyard 2-8 remain
    Floating Shipyard 1-10 remain
    Crimsi - Seaside Warehouse CLOSED
    Lini - Holy Isle 1-3 remain // 1 - Sphere of Fire
    Fringes of the Eye 1-10 remain // 1 - Pirate Captain
    Siwar - Lonely Island CLOSED


    Deck Handler

    Hour: Besmara

    Start of turn: Swap Fireblade for Shock Lizard

    Free explore Holy Isle #8: Sphere of Fire
    Discard Abadar for extra die.
    Divine 7: 2d10 + 3 ⇒ (9, 4) + 3 = 16
    Sphere of Fire acquired.

    Blessing explore Holy Isle #9: Illusory Wall
    Cast Find Traps.
    Wisdom 6+1: 3d10 + 1 ⇒ (1, 1, 6) + 1 = 9
    Holy hell, glad I used Find Traps...
    Barrier defeated, examine and see Blessing of Gorum.

    Discard Fire Gecko to explore Holy Isle #10: Blessing of Gorum.
    Divine 5: 1d10 + 3 ⇒ (9) + 3 = 12
    Success, Blessing acquired.

    Close location check, discard Gorum.
    Divine 7: 2d10 + 3 ⇒ (9, 8) + 3 = 20
    Success, location closed.
    Recharge all the things!

    Recharge check on Find Traps:
    Divine 8: 1d10 + 3 ⇒ (5) + 3 = 8
    Just made it, Find Traps recharged.

    Lini closes the Holy Isle and is feeling quite blessed.

    Lini wrote:

    Hand: Crow, Vine Leshy, Erutaki Coat, Shock Lizard, Illuminate, Sphere of Fire,

    Displayed:
    Deck: 17 Discard: 1 Buried: 0
    Hero Points: 0
    Used Accessory re-roll: N
    NOTES:
    Available Support: Illuminate available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloud Puff, Droogami, Blessing of the Green Faith 1, Blessing of the Elements, Cure, Bag of Sticks
    Recharged: Dagger, Dolphin, Blessing of Achaekek, Blessing of Abadar, Blessing of the Green Faith 2, Blessing of Gorum, Blessing of Gorum 2, Fireblade, Aspect of the Mouse, Find Traps,
    Discard Pile: Fire Gecko,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +3
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3
    Divine: Wis +2
    Survival: Wis +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start (□ or end) of your turn, you may exchange a card in your hand for an Animal ally in your discards.
    For your combat check, you may display an Animal ally to use Survival + 1d6. If you succeed at the check, recharge the displayed card; otherwise, bury (□ or discard) it.

    Board Status
    Most Recent BR Refresh

    Notes for Lini: Given Find Traps

    Flenta - Cannibal Isle 4-10 remain
    Telessel - Shipwreck Graveyard 2-8 remain
    Floating Shipyard 1-10 remain
    Crimsi - Seaside Warehouse CLOSED
    Lini - Holy Isle 1-3 remain // 1 - Sphere of Fire
    Fringes of the Eye 1-10 remain // 1 - Pirate Captain
    Siwar - Lonely Island CLOSED


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

    Hour of the Gods

    Move to Shipwreck Graveyard
    Free explore and encounter Magic Chain Shirt
    Reveal Codex

    Constitution 5: 1d4 + 1 ⇒ (4) + 1 = 5 Acquired!

    Discard Apprentice to explore and encounter Ring of Wave Walking
    Reveal Codex. Banish Fire Snake to Recovery

    Divine Fortitude 6: 1d12 + 2 + 1 ⇒ (11) + 2 + 1 = 14 Acquired!

    Discard Blessing of the Spellbound to explore and encounter Lookout Duty
    Charming.

    Perception Diplomacy 6+1: 1d12 + 4 ⇒ (12) + 4 = 16 Banish and Examine Shackles Pirate It's a monster, encounter it!

    Display then banish to recovery Sphere of Fire

    Combat 9+1: 1d12 + 2 + 2d6 ⇒ (11) + 2 + (4, 2) = 19 Banished! My d12 came out to play!

    Siwar ends her turn.

    Siwar attempts to recover all cards in her Recovery pile.
    Fire Snake: Arcane 8: 1d12 + 2 ⇒ (1) + 2 = 3 -> Fire Snake discarded.
    Sphere of Fire: Arcane 6: 1d12 + 2 ⇒ (11) + 2 = 13 -> Sphere of Fire recharged .

    Siwar resets her hand and recharges Magic Chain Shirt

    Having collected herself, Siwar returns to pick over shipwrecks with Telessel. Work is hard, but she is able to collect some armor and a stylish yet functional ring.

    She is nearly attacked by a dashing young pirate, she feigns weakness before blasting him away with a ball of fire.

    Siwar wrote:

    Hand: Ring of Wave Walking, Rage, Dilettante, Chronicler, Codex, Acid Splash,

    Displayed:
    Deck: 8 Discard: 7 Buried: 0
    Current Location: Shipwreck Graveyard
    Hero Points: 0
    Product Reroll: Used
    NOTES:
    Available Support: Ring of Wave Walking: Local - Add 3 to non-acquire Con Fort

    Codex: Local acquire 1d8+2

    Rage: Display with local character, that character buries a card +1d10 Str/Melee/Con
    Movement: Keep me with the crew unless it's giving me a rough start of turn power
    Other: Recharge freely for d4s in hand order. (Allies reload)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flame Staff, Talisman Crafter, Magical Child
    Recharged: Cure, Cloth Armor, Swab, Sphere of Fire, Magic Chain Shirt,
    Discard Pile: Pharasma's Knowing, Blessing of the Spellbound 1, Blessing of the Gods, Blessing of Abraxas, Apprentice, Blessing of the Spellbound 2, Fire Snake,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d4 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma + 3
    Divine: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Weapons
    POWERS:
    You may recharge a card to add 1d4 (☐+1) to a check by another character at your location. If the recharged card is an ally, put it on top of your deck instead.
    When you attempt 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.


    Board Status
    Flenta - Cannibal Isle 1-7 remain
    Telessel, Siwar - Shipwreck Graveyard 1-3 remain
    Floating Shipyard 1-10 remain
    Crimsi - Seaside Warehouse CLOSED
    Lini - Holy Isle CLOSED
    Fringes of the Eye 1-10 remain // 1 - Pirate Captain
    Lonely Island CLOSED


    During This Adventure:

    During This Scenario:

    Goblin Weidling:
    Goblin Weidling
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Craft
    5

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

    After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.
    When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.
    To win this scenario, close all locations

    Additional Rules: Story Banes

    Villain: None
    Henchmen (Closing): None

    Scenario Level (#): 1

    Turn: 9, Flenta/Hawkmoon

    Random Cards:

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

    Spoiler:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

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

    Spoiler:
    Giant Moray Eel
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Basic
    To Defeat:
    Combat 10
    All damage from the Giant Moray Eel is Electricity damage.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Bunyip
    SS
    Monster B
    Traits:
    Bunyip
    Aquatic
    Elite
    To Defeat:
    Combat 9
    Damage dealt by the Bunyip may not be reduced.
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

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

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

    Spoiler:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Spoiler:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

    Weapons
    Spoiler:
    Main-Gauche
    SS
    Weapon B
    Traits:
    Knife
    Melee
    Piercing
    Finesse
    Offhand
    Swashbuckling
    Elite
    To Acquire:
    Strength
    Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
    Discard this card to reduce Combat damage dealt to you by 2.

    Spoiler:
    Frost Giant's Sword +1
    None
    Weapon P
    Traits:
    Sword
    Melee
    Slashing
    2-Handed
    Magic
    Owner: Amiri
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 2d6 and the Cold trait.

    If not proficient with weapons, the difficulty of this check is increased by 4.


    Spoiler:
    Boarding Axe
    SS
    Weapon B
    Traits:
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Cutlass
    SS
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Blunderbuss
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

    Spells
    Spoiler:
    Detect Magic
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

    Spoiler:
    Arcane Armor
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spoiler:
    Magic Weapon
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the 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 6 check to recharge this card instead of discarding it.

    Spoiler:
    Hydraulic Push
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

    Armors
    Spoiler:
    Chain Mail
    SS
    Armor C
    Traits:
    Heavy Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

    Items
    Spoiler:
    Tankard
    None
    Item P
    Traits:
    Object
    Owner: Valeros
    To Acquire:
    Fortitude
    Craft 6
    Reveal this card to add 1 plus the current adventure deck number, if any, to your non-combat Constitution or Fortitude check.

    When you would banish a card that has the Liquid trait, recharge this card to recharge that card instead.


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

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

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

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

    Allies
    Spoiler:
    Master Gunner
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Acolyte
    SS
    Ally B
    Traits:
    Human
    Elite
    To Acquire:
    Arcane
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Spoiler:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Parrot
    SS
    Ally C
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

    Spoiler:
    Turtle
    SS
    Ally C
    Traits:
    Animal
    Aquatic
    Basic
    To Acquire:
    Wisdom
    Survival 5
    Reveal this card to reduce Combat damage to you by 1.
    Discard this card to explore your location.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 1 Crimsi/Gimry
    Blessing of Zogmugot
    SS
    Blessing P
    Traits:
    Divine
    Zogmugot
    To Acquire:
    Dexterity
    Stealth
    Divine 5
    Discard this card to add 1 die to any check.
    Bury this card to choose a card from another character's discard pile and add it to your hand.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
    Hourglass Card 2 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 2 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 Lini/Noasarc:
    Spoiler:
    Hourglass Card 3 Lini/Noasarc
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 4 Siwar/NathanDavis
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 5 Flenta/Hawkmoon
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 6 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 7 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 7 Telessel/Iceman91
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Lini/Noasarc:
    Spoiler:
    Hourglass Card 8 Lini/Noasarc
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 9 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 10 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 10 Flenta/Hawkmoon
    Blessing of Sivanah
    SS
    Blessing C
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 11 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 12 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Lini/Noasarc:
    Spoiler:
    Hourglass Card 13 Lini/Noasarc
    Blessing of Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 14 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 15 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 16 Crimsi/Gimry
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 17 Telessel/Iceman91
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Lini/Noasarc:
    Spoiler:
    Hourglass Card 18 Lini/Noasarc
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 19 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 20 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 20 Flenta/Hawkmoon
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 21 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 21 Crimsi/Gimry
    Blessing of Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 0
    Located/Displayed Here: Flenta/Hawkmoon, Closing Boon: Weapon

    Cannibal Isle Card 1:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Cannibal Isle Card 2:
    Blessing of the Dawnflower
    None
    Blessing P
    Traits:
    Divine
    Sarenrae
    Owner: Kyra
    To Acquire:
    Constitution 5
    OR Divine 6
    Discard this card to add 1 die to any check, or to add 2 dice to any non-combat Constitution check. If you have the Cleric trait, you may play another blessing on this check.

    Discard this card to explore your location.

    Cannibal Isle Card 3:
    Pistol +1
    SS
    Weapon C
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 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.
    Cannibal Isle Card 4:
    Bloodbug
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
    Cannibal Isle Card 5:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Cannibal Isle Card 6:
    Pirate Hunting
    SS
    Barrier C
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Cannibal Isle Card 7:
    Mogmurch
    SS
    Ally P
    Traits:
    Goblin
    Alchemist
    To Acquire:
    Charisma
    Diplomacy 7
    OR Ranged
    Craft 5
    Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
    Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
    "Things go boom when Mogmurch throws,
    Much more fun than using bows_
    Sometimes where the boom boom blows
    is not my fault- that's how it goes_" -Mogmurch's song


    Location #2: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Telessel/Iceman91, Siwar/NathanDavis, Closing Boon: Blessing
    Shipwreck Graveyard Card 1:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Shipwreck Graveyard Card 2:
    Skeleton
    SS
    Monster C
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
    Shipwreck Graveyard Card 3:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Location #3: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Closing Boon: Blessing
    Floating Shipyard Card 1:
    Goblin Keelhaulin'
    SS
    Barrier P
    Traits:
    Skirmish
    Goblin
    Pirate
    Veteran
    To Defeat:
    Constitution
    Fortitude 5
    OR Wisdom
    Survival 6
    The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
    If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
    After you act, stash a number of plunder cards equal to your hand size.
    Floating Shipyard Card 2:
    Leryn
    None
    Ally P
    Traits:
    Animal
    Owner: Adowyn
    To Acquire:
    Wisdom
    Survival 9
    Recharge this card to examine the top or bottom card of your location deck.

    Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.

    Floating Shipyard Card 3:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Floating Shipyard Card 4:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
    Floating Shipyard Card 5:
    Rogue Eidolon
    None
    Monster P
    Traits:
    Outsider
    Eidolon
    Veteran
    To Defeat:
    Combat 8
    If you do not have the Summoner trait, increase the difficulty to defeat by the adventure deck number of the current scenario, if any.

    If undefeated, the Rogue Eidolon deals 1 point of Combat damage to each character at your location.

    If defeated, you may add this card to your hand. Banish the Rogue Eidolon from your hand to explore your location.

    Floating Shipyard Card 6:
    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.
    Floating Shipyard Card 7:
    Strength
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 8:
    Arcane Armor
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Floating Shipyard Card 9:
    Wooden Armor
    SS
    Armor C
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Floating Shipyard Card 10:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Location #4: Seaside Warehouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Crimsi/Gimry,

    Location #5: Holy Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Lini/Noasarc,

    Location #6: 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: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
    Located/Displayed Here: Closing Boon: Spell

    Fringes of the Eye Card 1 (Pirate Captain):
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.
    Fringes of the Eye Card 2:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Fringes of the Eye Card 3:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Fringes of the Eye Card 4:
    Besmaran Priest
    SS
    Ally B
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 5:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fringes of the Eye Card 6:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Fringes of the Eye Card 7:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Fringes of the Eye Card 9:
    Phantasmal Minion
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character at any location.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Fringes of the Eye Card 10:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: Lonely Island
    Closed
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Plunder Pile Card 1:
    Veteran's Longspear
    None
    Weapon P
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Veteran
    Owner: Alain
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus the adventure deck number of the current scenario, if any.

    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. If you fail the second time, reduce the damage dealt to you by 1.


    Deck Handler

    Turn 9: The hour is Blessing of the Gods

    Free exploration: Blessing of the Gods
    Automatically acquired.

    Discard Blessing of the Gods to explore: Blessing of the Dawnflower
    Blessing of Cayden Cailean
    Constitution 5: 1d6 + 2d6 ⇒ (2) + (5, 4) = 11
    Success
    Acquired

    Discard Blessing of the Dawnflower to explore: Pistol +1
    It just had to be a gun.
    I don't see any support out there, so I think I can't make this.
    Fail
    Discard from the blessings deck.
    Banished

    Staff of Minor Healing: Blessing of the Dawnflower

    Ending my turn.
    When resetting, I drew Standard Bearer, which Cannibal Isle buries.

    Flenta wrote:

    Hand: Warhammer, Greatclub, Spiked Chain +1, Wand of Force Missile, Sage's Journal,

    Displayed: Spiked Half-Plate, Infernal Healing,
    Deck: 8 Discard: 2 Buried: 2
    Current Location: Cannibal Isle
    Hero Points: 0
    NOTES:
    Available Support: Anything I have that can help, feel free to use.
    Other: Reroll: 0-1C: Not Used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Incitation, Blessing of the Dawnflower, Strength, Staff of Minor Healing, False Life, Greatsword, Blessing of Gorum, Strength 2
    Recharged:
    Discard Pile: Blessing of the Gods, Blessing of Cayden Cailean,
    Buried Pile: Captain, Standard Bearer,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatic: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Armor | Weapons | Arcane Item
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
    When you would discard a weapon for its power, you may recharge it instead.
    ☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

    Board Status
    Most Recent BR Refresh
    Blessing discarded from Blessings deck.

    Flenta - Cannibal Isle 4-7 remain
    Telessel, Siwar - Shipwreck Graveyard 1-3 remain
    Floating Shipyard 1-10 remain
    Crimsi - Seaside Warehouse CLOSED
    Lini - Holy Isle CLOSED
    Fringes of the Eye 1-10 remain // 1 - Pirate Captain
    Lonely Island CLOSED


    Deck Handler

    Correction: Using Crimsi's Winged Serpent

    Dexterity 8: 1d6 + 1d6 ⇒ (4) + (1) = 5
    Accessory reroll on the 1.
    Dexterity 8: 1d6 + 4 ⇒ (3) + 4 = 7
    Still failed.

    Board Status
    Most Recent BR Refresh
    Blessing discarded from Blessings deck.

    Flenta - Cannibal Isle 4-7 remain
    Telessel, Siwar - Shipwreck Graveyard 1-3 remain
    Floating Shipyard 1-10 remain
    Crimsi - Seaside Warehouse CLOSED
    Lini - Holy Isle CLOSED
    Fringes of the Eye 1-10 remain // 1 - Pirate Captain
    Lonely Island CLOSED


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

    OFF-TURN ACTIONS:
    Recharge Winged Serpent

    "========================
    Crimsi starts her turn.
    Hour: Blessing of Zogmugot
    Hour Power:No effect.
    Location: Seaside Warehouse
    Location Power:When you acquire a card, put it under this card.
    Adventure Powers:
    Scenario Powers:

  • Use the Merchantman as your ship."

    SoT Examine: 1d4 ⇒ 4 -> Fringes of the Eye. Still Pirate Captain

    Move to Floating Shipyard

    Goblin Keelhaulin':

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

    Craft(Fortitude) 7(5+2): 1d6 + 3 + 1d6 ⇒ (5) + 3 + (1) = 9

    Roll Details:

    Craft - 1d6+3
    Blessed - 1d6

    Discard Gorum to bless

    Stash Plunder: 5d6 ⇒ (6, 5, 3, 5, 5) = 24
    1 Our Choice, 3 Allies and an Armor stashed

    "It's Keelhaulin' time with my best buds!"

    Crimsi takes some time to enjoy her fellow goblins and comes back with some followers for the adventures ahead.

    "

    Crimsi wrote:

    Hand: Heavy Crossbow, Flaming Shortbow, Bestiary of Garund, Compass,

    Displayed: Elixir of Energy Resistance, Chain Shirt,
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Floating Shipyard
    Hero Points: 0
    NOTES:
    Available Support:
  • Feel free to use the Flaming Shortbow for distant combat checks.
    Other: Paizo reroll used for scenario 0-1C?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spyglass, Incitation, Deathbane Light Crossbow, Spider, Archer, Snake, Longbow, Elixer of Healing, Thieves' Tools
    Recharged: The Winged Serpent,
    Discard Pile: Prayer, Blessing of Gorum,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +1
    Constitution d6 ☐ +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    - Craft: Intelligence +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Bow Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:
    At the start of your turn, you may examine the top card of a random location.
    For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
    On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6).

    "

    End of Turn Summary
    Banished top card of the Floating Shipyards
    Stashed 5 Plunder cards

    "Board Status
    Most Recent BR Refresh
    Blessing discarded from Blessings deck.

    Flenta - Cannibal Isle 4-7 remain
    Telessel, Siwar - Shipwreck Graveyard 1-3 remain
    Crimsi - Floating Shipyard 2-10 remain
    Seaside Warehouse CLOSED
    Lini - Holy Isle CLOSED
    Fringes of the Eye 1-10 remain // 1 - Pirate Captain
    Lonely Island CLOSED"


  • During This Adventure:

    During This Scenario:

    Goblin Weidling:
    Goblin Weidling
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Craft
    5

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

    After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.
    When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.
    To win this scenario, close all locations

    Additional Rules: Story Banes

    Villain: None
    Henchmen (Closing): None

    Scenario Level (#): 1

    Turn: 11, Telessel/Iceman91

    Random Cards:

    Monsters
    Spoiler:
    Dire Rat
    SS
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    OR Dexterity
    Stealth 6
    If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
    This rat has glowing red eyes and is of an unusual size.

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

    Spoiler:
    Crab Swarm
    SS
    Monster C
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Before you act, each other character at your location must summon and encounter the Crab Swarm.

    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.


    Spoiler:
    Blood Moon Pirate
    SS
    Monster B
    Traits:
    Lycanthrope
    Pirate
    Elite
    To Defeat:
    Combat 13
    Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
    If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

    Spoiler:
    Ghost
    SS
    Monster B
    Traits:
    Undead
    Incorporeal
    Ghost
    Elite
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

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

    Spoiler:
    Harpoon Trap
    SS
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Spoiler:
    Dead Man's Chest
    SS
    Barrier C
    Traits:
    Cache
    Lock
    Pirate
    To Defeat:
    Dexterity
    Disable 11
    OR Strength
    Melee 13
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Man Overboard
    SS
    Barrier C
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

    Weapons
    Spoiler:
    Light Crossbow
    SS
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    Basic
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Spoiler:
    Pistol
    SS
    Weapon C
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic
    To Acquire:
    Dexterity
    Ranged
    Craft 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.

    Spoiler:
    Short Sword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Basic
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.

    Spoiler:
    Falcata
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Spoiler:
    Pistol
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic
    To Acquire:
    Dexterity
    Ranged
    Craft 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.

    Spells
    Spoiler:
    Charm Animal
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.

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

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

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

    Spoiler:
    Confusion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

    Spoiler:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    Wooden Shield
    SS
    Armor B
    Traits:
    Shield
    Offhand
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge 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.

    Spoiler:
    Fortified Leather Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Potion of Fortitude
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Spoiler:
    Rum Bottle
    SS
    Item C
    Traits:
    Object
    Liquid
    Basic
    To Acquire:
    Constitution
    Fortitude 7
    OR Craft 5
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Spoiler:
    Tankard
    None
    Item P
    Traits:
    Object
    Owner: Valeros
    To Acquire:
    Fortitude
    Craft 6
    Reveal this card to add 1 plus the current adventure deck number, if any, to your non-combat Constitution or Fortitude check.

    When you would banish a card that has the Liquid trait, recharge this card to recharge that card instead.


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

    Spoiler:
    Potion of Heroism
    SS
    Item 1
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 7
    Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

    Allies
    Spoiler:
    Dolphin
    SS
    Ally B
    Traits:
    Animal
    Aquatic
    Elite
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
    Recharge this card to examine the bottom card of any location deck.

    Spoiler:
    Surgeon
    SS
    Ally B
    Traits:
    Human
    Surgeon
    Elite
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
    Discard this card to explore your location.

    Spoiler:
    Jinx Eater
    SS
    Ally B
    Traits:
    Tengu
    Assassin
    Basic
    To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to explore your location. Add 1 to your combat checks during this exploration.
    If you would fail a combat check by 1, you may bury this card to succeed.

    Spoiler:
    Dodo
    SS
    Ally C
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 5
    Banish this card to succeed at your check to acquire an ally that has the Animal trait.
    Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

    Spoiler:
    Daji
    None
    Ally P
    Traits:
    Animal
    Veteran
    Owner: Feiya
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to add 1d4 to any Intelligence or Wisdom check.

    Discard this card to explore your location.

    If you have the Witch trait, you may treat the adventure deck number of this card as 1 plus the scenario's adventure deck number.


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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

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

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Flenta/Hawkmoon, Closing Boon: Weapon

    Cannibal Isle Card 1:
    Bloodbug
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
    Cannibal Isle Card 2:
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Cannibal Isle Card 3:
    Pirate Hunting
    SS
    Barrier C
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Cannibal Isle Card 4:
    Mogmurch
    SS
    Ally P
    Traits:
    Goblin
    Alchemist
    To Acquire:
    Charisma
    Diplomacy 7
    OR Ranged
    Craft 5
    Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
    Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
    "Things go boom when Mogmurch throws,
    Much more fun than using bows_
    Sometimes where the boom boom blows
    is not my fault- that's how it goes_" -Mogmurch's song


    Location #2: Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Telessel/Iceman91, Siwar/NathanDavis, Closing Boon: Blessing
    Shipwreck Graveyard Card 1:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Shipwreck Graveyard Card 2:
    Skeleton
    SS
    Monster C
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
    Shipwreck Graveyard Card 3:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Location #3: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Crimsi/Gimry, Closing Boon: Blessing
    Floating Shipyard Card 1:
    Leryn
    None
    Ally P
    Traits:
    Animal
    Owner: Adowyn
    To Acquire:
    Wisdom
    Survival 9
    Recharge this card to examine the top or bottom card of your location deck.

    Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.

    Floating Shipyard Card 2:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Floating Shipyard Card 3:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
    Floating Shipyard Card 4:
    Rogue Eidolon
    None
    Monster P
    Traits:
    Outsider
    Eidolon
    Veteran
    To Defeat:
    Combat 8
    If you do not have the Summoner trait, increase the difficulty to defeat by the adventure deck number of the current scenario, if any.

    If undefeated, the Rogue Eidolon deals 1 point of Combat damage to each character at your location.

    If defeated, you may add this card to your hand. Banish the Rogue Eidolon from your hand to explore your location.

    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Strength
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 7:
    Arcane Armor
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Floating Shipyard Card 8:
    Wooden Armor
    SS
    Armor C
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Floating Shipyard Card 9:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Location #4: Seaside Warehouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #5: Holy Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Lini/Noasarc,

    Location #6: 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: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
    Located/Displayed Here: Closing Boon: Spell

    Fringes of the Eye Card 1 (Pirate Captain):
    Pirate Captain
    SS
    Monster B
    Traits:
    Human
    Captain
    Pirate
    Veteran
    To Defeat:
    Combat 12
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.
    Fringes of the Eye Card 2:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
    Fringes of the Eye Card 3:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Fringes of the Eye Card 4:
    Besmaran Priest
    SS
    Ally B
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 5:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fringes of the Eye Card 6:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Fringes of the Eye Card 7:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 8:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Fringes of the Eye Card 9:
    Phantasmal Minion
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character at any location.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Fringes of the Eye Card 10:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: Lonely Island
    Closed
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 2 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None

    Plunder Pile Card 1:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 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.
    Plunder Pile Card 2:
    Sandara Quinn
    SS
    Ally 1
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Charisma
    Diplomacy 5
    If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Plunder Pile Card 3:
    Rosie Cusswell
    SS
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Plunder Pile Card 4:
    Lookout
    SS
    Ally C
    Traits:
    Elf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.
    Plunder Pile Card 5:
    Pistol +1
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 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.
    Plunder Pile Card 6:
    Veteran's Longspear
    None
    Weapon P
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Veteran
    Owner: Alain
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus the adventure deck number of the current scenario, if any.

    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. If you fail the second time, reduce the damage dealt to you by 1.


    Deck Handler

    Hour of the Gods

    SoT: Survival 5: 1d10 + 3 ⇒ (1) + 3 = 4 Accessory reroll
    Survival 5: 1d10 + 3 ⇒ (7) + 3 = 10

    Free explore of #1: Blessing of Abadar
    Disable 6: 1d8 + 3 ⇒ (5) + 3 = 8 Success

    Close location: Plunder: 1d6 ⇒ 3: Chain Mail
    Bardsong from Siwar
    Con 3: 1d6 + 1d4 ⇒ (1) + (3) = 4 Success

    WPC: Suffer 1d4 ⇒ 1 structural damage, discarding the Chain Mail.

    Recharge Shining Wayfinder to move to Cannibal Isle w/ Siwar and examine top two cards: Bloodbug, Giant Frog

    Encounter Bloodbug
    Reveal Spear, Hunter
    Combat 9: 1d10 + 3 + 1d12 + 1 + 1d6 ⇒ (1) + 3 + (9) + 1 + (4) = 18 Success

    End turn

    Telessel wrote:

    Hand: Wendifisa Spear, Longbow, Blessing of the Elements, Archer's Bracers, Blessing of Abadar,

    Displayed: Magic Chain Shirt,
    Deck: 8 Discard: 5 Buried: 0
    Hero Points: 1
    Accessory reroll: Y
    NOTES:
    Available Support: Longbow and blessings are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Light Crossbow, Studded Leather Armor, Prayer, Blessing of the Ancients 2
    Recharged: Mouse, Blessing of the Ancients 1, Compass, Shining Wayfinder,
    Discard Pile: Crow, Yelthian, The Cyclone, Starknife, Chain Mail,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +3
    Ranged: Dex +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3
    Perception: Wis +2
    Survival: Wis +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Armor, Weapons
    POWERS:
    Hunter: On your check against an Outsider (☑ or Aberration or Animal) bane, add 1d6 (▢ +#).
    Cunning: On your Knowledge or Perception check against a bane (▢ or your check before or after you act), add 1d8.

    Board Status
    Most Recent BR Refresh
    Random Armor 1 used

    Notes for Siwar: Recharge one

    Flenta, Telessel, Siwar - Cannibal Isle 2-4 remain // 2 = Giant Frog
    Shipwreck Graveyard CLOSED
    Crimsi - Floating Shipyard 1-9 remain
    Seaside Warehouse CLOSED
    Lini - Holy Isle CLOSED
    Fringes of the Eye 1-10 remain // 1 - Pirate Captain
    Lonely Island CLOSED


    Deck Handler

    Hour: Sivanah

    Start of turn: Swap Vine Leshy for Fire Gecko.

    Move to Fringes of the Eye, display Sphere of Fire.

    Free explore card #1: Pirate Captain.
    Recharge Illuminate to before you act ability, discard Sphere of Fire for extra d6.
    Combat 12+1: 1d10 + 2d6 + 3 ⇒ (5) + (3, 3) + 3 = 14
    Success, Pirate Captain defeated.

    Discard Fire Gecko, explore card #2: Swabbing the decks.
    Recharge Crow and Fire Gecko for 2d4.
    Con 10: 1d6 + 2d4 ⇒ (1) + (3, 2) = 6
    Big ol' fail, recharging Erutaki Coat. Swabbing the decks stays on top of deck.

    End of turn Recovery:
    Divine 9: 1d10 + 3 ⇒ (3) + 3 = 6
    Fail, Sphere of Fire discarded.

    Lini wrote:

    Hand: Blessing of the Green Faith 1, Blessing of the Elements, Cure, Bag of Sticks, Cloud Puff,

    Displayed:
    Deck: 16 Discard: 3 Buried: 0
    Hero Points: 0
    Used Accessory re-roll: N
    NOTES:
    Available Support: Puff, Cure, Blessings available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Aspect of the Hawk
    Recharged: Dagger, Dolphin, Blessing of Achaekek, Blessing of Abadar, Blessing of the Green Faith 2, Blessing of Gorum, Blessing of Gorum 2, Fireblade, Aspect of the Mouse, Find Traps, Illuminate, Crow, Shock Lizard, Erutaki Coat,
    Discard Pile: Fire Gecko, Sphere of Fire, Vine Leshy,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Int +3
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3
    Divine: Wis +2
    Survival: Wis +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start (□ or end) of your turn, you may exchange a card in your hand for an Animal ally in your discards.
    For your combat check, you may display an Animal ally to use Survival + 1d6. If you succeed at the check, recharge the displayed card; otherwise, bury (□ or discard) it.

    Board Status
    Most Recent BR Refresh
    Random Armor 1 used

    Notes for Siwar: Recharge one

    Flenta, Telessel, Siwar - Cannibal Isle 2-4 remain // 2 = Giant Frog
    Shipwreck Graveyard CLOSED
    Crimsi - Floating Shipyard 1-9 remain
    Seaside Warehouse CLOSED
    Lini - Holy Isle CLOSED
    Fringes of the Eye 1-10 remain // 1 - Pirate Captain
    Lonely Island CLOSED


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

    Recharge Heavy Crossbow for Swabbing the decks

    "

    Crimsi wrote:

    Hand: Flaming Shortbow, Bestiary of Garund, Compass,

    Displayed: Elixir of Energy Resistance, Chain Shirt,
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Floating Shipyard
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 0-1C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archer, Spyglass, Thieves' Tools, Elixer of Healing, Snake, Incitation, Longbow, Deathbane Light Crossbow, Spider
    Recharged: The Winged Serpent, Heavy Crossbow,
    Discard Pile: Prayer, Blessing of Gorum,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +1
    Constitution d6 ☐ +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    - Craft: Intelligence +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Bow Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:
    At the start of your turn, you may examine the top card of a random location.
    For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
    On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6).

    "


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

    Off turn, recharge Ring of Wave Walking for power, then Rage for Deck Swabbing

    Hour of Gozreh

    Give card to Flenta: Dilettante
    Move self, Flenta, and Telessel to Fringes of the Eye


    Free explore and encounter Swabbing the Decks
    Charming. Recharge Chronicler, then reveal codex to reveal intead

    Fortitude Diplomacy 7+3: 1d12 + 4 + 1d6 ⇒ (11) + 4 + (4) = 19 Banished!

    Seeing the ship come into some terrible disrepair, Siwar sets her sights, as well as a fair number of the crew to swabbing the decks.

    Siwar wrote:

    Hand: Flame Staff, Magical Child, Talisman Crafter, Chronicler, Codex, Acid Splash,

    On Flenta's turn, display Talisman Crafter and draw Tot Flask, very random.

    Siwar wrote:

    Hand: Flame Staff, Magical Child, Chronicler, Codex, Acid Splash,

    Displayed: Talisman Crafter, Tot Flask,
    Deck: 7 Discard: 7 Buried: 0
    Current Location: Fringes of the Eye
    Hero Points: 0
    Product Reroll: Used
    NOTES:
    Available Support: Magic Child: Add Magic to any check

    Codex: Local acquire 1d8+2
    Movement: Keep me with the crew unless it's giving me a rough start of turn power
    Other: Recharge freely for d4s in hand order. (Allies reload)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Cure, Cloth Armor, Swab, Sphere of Fire, Magic Chain Shirt, Ring of Wave Walking, Rage,
    Discard Pile: Pharasma's Knowing, Blessing of the Spellbound 1, Blessing of the Gods, Blessing of Abraxas, Apprentice, Blessing of the Spellbound 2, Fire Snake,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d4 ☐ +1
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma + 3
    Divine: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Weapons
    POWERS:
    You may recharge a card to add 1d4 (☐+1) to a check by another character at your location. If the recharged card is an ally, put it on top of your deck instead.
    When you attempt 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.

    Board Status
    Notes for Flenta: Perhaps discard for 1 Structural Damage?
    Recharge a card
    Given Dilettante

    Notes for Telessel: Recharge a card.

    Cannibal Isle 1-3 remain // 1=Giant Frog
    Shipwreck Graveyard CLOSED
    Crimsi - Floating Shipyard 1-9 remain
    Seaside Warehouse CLOSED
    Holy Isle CLOSED
    Flenta, Telessel, Siwar, Lini - Fringes of the Eye 1-8 remain
    Lonely Island CLOSED


    During This Adventure:

    During This Scenario:

    Goblin Weidling:
    Goblin Weidling
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Craft
    5

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

    After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.
    When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.
    To win this scenario, close all locations

    Additional Rules: Story Banes

    Villain: None
    Henchmen (Closing): None

    Scenario Level (#): 1

    Turn: 14, Flenta/Hawkmoon

    Random Cards:

    Monsters
    Spoiler:
    Swamp Ghoul
    SS
    Monster B
    Traits:
    Undead
    Ghoul
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Swamp Ghoul is immune to the Mental and Poison traits.
    If undefeated, bury the top card of your deck; then reset your hand and end your turn.

    Spoiler:
    Kuru
    SS
    Monster C
    Traits:
    Human
    Cannibal
    Basic
    To Defeat:
    Combat 10
    If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

    Spoiler:
    Smuggler
    SS
    Monster B
    Traits:
    Human
    Smuggler
    Basic
    To Defeat:
    Combat 9
    Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

    Spoiler:
    Zombie
    SS
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

    Spoiler:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.

    Barriers
    Spoiler:
    Dead Man's Chest
    SS
    Barrier C
    Traits:
    Cache
    Lock
    Pirate
    To Defeat:
    Dexterity
    Disable 11
    OR Strength
    Melee 13
    If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Swabbing the Decks
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If defeated, you may recharge 1 card.
    If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Spoiler:
    Man Overboard
    SS
    Barrier C
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

    Spoiler:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

    Weapons
    Spoiler:
    Cutlass
    SS
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Falcata
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

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

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

    Spoiler:
    Rapier
    SS
    Weapon C
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 5
    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. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Buoyancy
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 3
    Discard this card to examine the bottom card of your location deck and put it on top of that deck.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

    Spoiler:
    Confusion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Holy Stone
    SS
    Spell 1
    Traits:
    Magic
    Divine
    Attack
    Ranged
    Elite
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Inflict
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Basic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Paladain Helm
    None
    Armor P
    Traits:
    Heavy Armor
    Magic
    Owner: Seelah
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.

    If proficient with heavy armors, you may recharge this card when you reset your hand.


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

    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Chain Shirt
    SS
    Armor C
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, 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.

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

    Spoiler:
    Iron Knuckles
    None
    Item P
    Traits:
    Accessory
    Offhand
    Owner: Kess
    To Acquire:
    Strength
    Melee 4
    Recharge this card to add 1d4 to your Melee combat check or Diplomacy check. If you have the Brawler trait, you may reveal this card instead.

    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.


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

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

    Spoiler:
    Footpad's Boots
    None
    Item P
    Traits:
    Clothing
    Owner: Merisiel
    To Acquire:
    Dexterity
    Acrobatics
    Stealth 7
    Recharge this card to add 1 die to your Stealth or Acrobatics check.

    Discard this card to add an item from your discard pile to your hand.


    Allies
    Spoiler:
    Master-at-Arms
    SS
    Ally C
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Sailor
    SS
    Ally C
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

    Spoiler:
    Giffer Tibbs
    SS
    Ally B
    Traits:
    Gnome
    Pirate
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to put the bottom card of your deck on top of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Blessings
    Spoiler:
    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.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 15

    Hourglass

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

    Location #1: Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Closing Boon: Weapon

    Cannibal Isle Card 1 (Giant Frog):
    Giant Frog
    SS
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.
    Cannibal Isle Card 2:
    Pirate Hunting
    SS
    Barrier C
    Traits:
    Task
    Pirate
    To Defeat:
    None
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.
    Cannibal Isle Card 3:
    Mogmurch
    SS
    Ally P
    Traits:
    Goblin
    Alchemist
    To Acquire:
    Charisma
    Diplomacy 7
    OR Ranged
    Craft 5
    Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
    Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
    "Things go boom when Mogmurch throws,
    Much more fun than using bows_
    Sometimes where the boom boom blows
    is not my fault- that's how it goes_" -Mogmurch's song


    Location #2: Shipwreck Graveyard
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #3: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Crimsi/Gimry, Closing Boon: Blessing

    Floating Shipyard Card 1:
    Leryn
    None
    Ally P
    Traits:
    Animal
    Owner: Adowyn
    To Acquire:
    Wisdom
    Survival 9
    Recharge this card to examine the top or bottom card of your location deck.

    Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.

    Floating Shipyard Card 2:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Floating Shipyard Card 3:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
    Floating Shipyard Card 4:
    Rogue Eidolon
    None
    Monster P
    Traits:
    Outsider
    Eidolon
    Veteran
    To Defeat:
    Combat 8
    If you do not have the Summoner trait, increase the difficulty to defeat by the adventure deck number of the current scenario, if any.

    If undefeated, the Rogue Eidolon deals 1 point of Combat damage to each character at your location.

    If defeated, you may add this card to your hand. Banish the Rogue Eidolon from your hand to explore your location.

    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Strength
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 7:
    Arcane Armor
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Floating Shipyard Card 8:
    Wooden Armor
    SS
    Armor C
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Floating Shipyard Card 9:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Location #4: Seaside Warehouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #5: Holy Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #6: 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: 0 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
    Located/Displayed Here: Flenta/Hawkmoon, Telessel/Iceman91, Lini/Noasarc, Siwar/NathanDavis, Closing Boon: Spell

    Fringes of the Eye Card 1:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Fringes of the Eye Card 2:
    Besmaran Priest
    SS
    Ally B
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 3:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fringes of the Eye Card 4:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Fringes of the Eye Card 5:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 6:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Fringes of the Eye Card 7:
    Phantasmal Minion
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character at any location.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Fringes of the Eye Card 8:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: Lonely Island
    Closed
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 2 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: None

    Plunder Pile Card 1:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 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.
    Plunder Pile Card 2:
    Sandara Quinn
    SS
    Ally 1
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Charisma
    Diplomacy 5
    If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Plunder Pile Card 3:
    Rosie Cusswell
    SS
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Plunder Pile Card 4:
    Lookout
    SS
    Ally C
    Traits:
    Elf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.
    Plunder Pile Card 5:
    Pistol +1
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 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.
    Plunder Pile Card 6:
    Veteran's Longspear
    None
    Weapon P
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Veteran
    Owner: Alain
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus the adventure deck number of the current scenario, if any.

    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. If you fail the second time, reduce the damage dealt to you by 1.


    Deck Handler

    Discard Warhammer for structural damage. Recharge Wand of Force Missile.

    Turn 14: The hour is Blessing of the Gods

    Move back to Cannibal Isle

    Free exploration: Giant Frog
    Greatclub
    Combat 9: 1d10 + 3 + 1d10 + 1 + 1d10 ⇒ (7) + 3 + (1) + 1 + (4) = 16
    Success
    Defeated

    Discard Dilettante to explore: Pirate Hunting
    Random Ship: 1d11 ⇒ 11
    Magpie Princess
    BYA: Bury Sage's Journal
    Using Lini's Blessing of the Greenfaith
    Acrobatics 10: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8
    Failed
    2 structural damage. I can discard 1 card then my hand is empty.

    Ending my turn

    Flenta wrote:

    Hand: False Life, Strength, Staff of Minor Healing, Blessing of Gorum, Blessing of the Dawnflower, Incitation,

    Displayed: Spiked Half-Plate, Infernal Healing,
    Deck: 4 Discard: 5 Buried: 3
    Current Location: Cannibal Isle
    Hero Points: 0
    NOTES:
    Available Support: Anything I have that can help, feel free to use.
    Other: Reroll: 0-1C: Not Used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Greatsword, Strength 2
    Recharged: Wand of Force Missile, Greatclub,
    Discard Pile: Blessing of the Gods, Blessing of Cayden Cailean, Warhammer, Dilettante, Spiked Chain +1,
    Buried Pile: Captain, Standard Bearer, Sage's Journal,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatic: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Armor | Weapons | Arcane Item
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
    When you would discard a weapon for its power, you may recharge it instead.
    ☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

    Board Status
    Most Recent BR Refresh
    1 structural damage needs to be dealt with.

    Notes for Telessel: Recharge a card.
    Notes for Lini: Recharge Blessing of the Green Faith

    Flenta - Cannibal Isle 2-3 remain // 2=Pirate Hunting
    Shipwreck Graveyard CLOSED
    Crimsi - Floating Shipyard 1-9 remain
    Seaside Warehouse CLOSED
    Holy Isle CLOSED
    Telessel, Siwar, Lini - Fringes of the Eye 1-8 remain
    Lonely Island CLOSED


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

    ========================
    Crimsi starts her turn.
    Hour: Blessing of Besmara
    Hour Power:No effect.
    Location: Floating Shipyard
    Location Power:Add 3 to your checks to repair ships.
    Adventure Powers:
    Scenario Powers:

  • Use the Merchantman as your ship.

    SoT Examine: 1d3 ⇒ 1 -> Cannibal Isle. Pirate Hunting

    Move to Cannibal Isle! Help Flenta with their ship problem

    Encounter Magpie Princess
    Bury Bestiary of Garund
    Flenta Buries a card

    Survival 8: 1d8 + 2 + 1d8 ⇒ (1) + 2 + (5) = 8

    Roll Details:

    Survival - 1d8+2
    Blessed - 1d8

    Grab a Party Blessing

    Discard Compass to explore again

    Mogmurch:

    SS
    Ally P
    Traits:
    Goblin
    Alchemist
    To Acquire:
    Charisma
    Diplomacy 7
    OR Ranged
    Craft 5
    Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
    Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.

    Ranged 5: 1d10 + 2 ⇒ (3) + 2 = 5

    Roll Details:

    Ranged - 1d10+2

    Location is empty, attempt to close

    Strength 6: 1d6 + 2d6 ⇒ (2) + (3, 5) = 10

    Roll Details:

    Strength - 1d6
    Mogmurch - 2d6

    "Mogmurch!!! Best Gobbo Friend! Lets get off this rock and go blow something up! But first, lets blow up this rock!"

    "

    Crimsi wrote:

    Hand: Flaming Shortbow, Spyglass, Thieves' Tools, Spider, Incitation,

    Displayed: Elixir of Energy Resistance, Chain Shirt,
    Deck: 8 Discard: 3 Buried: 1
    Current Location: Cannibal Isle
    Hero Points: 0
    NOTES:
    Other: Paizo reroll used for scenario 0-1C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archer, Deathbane Light Crossbow, Longbow, Elixer of Healing, Snake
    Recharged: The Winged Serpent, Heavy Crossbow, Mogmurch,
    Discard Pile: Prayer, Blessing of Gorum, Compass,
    Buried Pile: Bestiary of Garund,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +1
    Constitution d6 ☐ +1
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    - Craft: Intelligence +3
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Bow Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:
    At the start of your turn, you may examine the top card of a random location.
    For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
    On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6).

    "

    End of Turn Summary
    Closed Cannibal Isle
    Flenta Buries a card
    Grab a Party Blessing

    "Board Status
    Most Recent BR Refresh
    1 structural damage needs to be dealt with.

    Notes for Flenta: Buries a Card

    Notes for Telessel: Recharge a card.
    Notes for Lini: Recharge Blessing of the Green Faith

    Flenta - Cannibal Isle CLOSED
    Shipwreck Graveyard CLOSED
    Crimsi - Floating Shipyard 1-9 remain
    Seaside Warehouse CLOSED
    Holy Isle CLOSED
    Telessel, Siwar, Lini - Fringes of the Eye 1-8 remain
    Lonely Island CLOSED"


  • Deck Handler

    Bury Blessing of the Dawnflower.

    Display False Life
    Draw and recharge: Buoyancy

    Staff of Minor Healing on myself: Warhammer

    Flenta wrote:

    Hand: Strength, Staff of Minor Healing, Blessing of Gorum, Incitation,

    Displayed: Spiked Half-Plate, Infernal Healing, False Life,
    Deck: 6 Discard: 4 Buried: 4
    Current Location: Cannibal Isle
    Hero Points: 0
    NOTES:
    Available Support: Anything I have that can help, feel free to use.
    Other: Reroll: 0-1C: Not Used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wand of Force Missile, Warhammer, Greatclub, Strength 2, Buoyancy, Greatsword
    Recharged:
    Discard Pile: Blessing of the Gods, Blessing of Cayden Cailean, Dilettante, Spiked Chain +1,
    Buried Pile: Captain, Standard Bearer, Sage's Journal, Blessing of the Dawnflower,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Acrobatic: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    ☐ Armor | Weapons | Arcane Item
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0).
    When you would discard a weapon for its power, you may recharge it instead.
    ☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.


    Crimsi's Plunder from Magpie Princess: 1d6 ⇒ 5 Ally

    During This Adventure:

    During This Scenario:

    Goblin Weidling:
    Goblin Weidling
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Craft
    5

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

    After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.
    When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.
    To win this scenario, close all locations

    Additional Rules: Story Banes

    Villain: None
    Henchmen (Closing): None

    Scenario Level (#): 1

    Turn: 16, Telessel/Iceman91

    Random Cards:

    Monsters
    Spoiler:
    Devilfish
    SS
    Monster 1
    Traits:
    Aberration
    Aquatic
    Basic
    To Defeat:
    Combat 10
    If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

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

    Spoiler:
    Crab Swarm
    SS
    Monster C
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8
    Before you act, each other character at your location must summon and encounter the Crab Swarm.

    If any character would defeat the Crab Swarm, reroll the dice; that character must take the new result.


    Spoiler:
    Crocodile
    SS
    Monster C
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, shuffle this card into a random open location, if it came from one.
    This reptile lunges out of the placid water with shocking speed_

    Spoiler:
    Tiger Shark
    SS
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Tiger Shark may not be evaded.

    Barriers
    Spoiler:
    Trapped Locker
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Spoiler:
    Man Overboard
    SS
    Barrier C
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

    Spoiler:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

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

    Weapons
    Spoiler:
    Cutlass
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Belaying Pin
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 3
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

    Spoiler:
    Short Sword
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Basic
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.

    Spoiler:
    Rapier
    SS
    Weapon C
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 5
    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. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Harpoon
    SS
    Weapon B
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

    Spells
    Spoiler:
    Sphere of Fire
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Force Missile
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Force
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Hydraulic Push
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Aid
    SS
    Spell B
    Traits:
    Magic
    Divine
    Elite
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Shinobi Shozoku
    None
    Armor P
    Traits:
    Light Armor
    Owner: Reiko
    To Acquire:
    Constitution
    Fortitude 7
    When you acquire this card, you may draw a card.

    Recharge this card to search you deck for a weapon that has the Ranged trait and put it in your hand. If you have the Ninja trait, you may search your deck for any weapon instead.

    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.


    Spoiler:
    Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

    Spoiler:
    Chain Mail
    SS
    Armor B
    Traits:
    Heavy Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

    Spoiler:
    Teapot
    None
    Item P
    Traits:
    Object
    Owner: Harsk
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 1d6 to any Diplomacy or Perception check by a character at your location.

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


    Spoiler:
    Ring of the Beasts
    SS
    Item 1
    Traits:
    Accessory
    Magic
    Elite
    To Acquire:
    Wisdom
    Divine 9
    Reveal this card to add 1d6 to your check against a card with the Animal trait.

    Spoiler:
    Noxious Bomb
    SS
    Item C
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Spoiler:
    Potion of Glibness
    SS
    Item B
    Traits:
    Liquid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

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

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

    Spoiler:
    Dolphin
    SS
    Ally B
    Traits:
    Animal
    Aquatic
    Elite
    To Acquire:
    Wisdom
    Survival 8
    Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
    Recharge this card to examine the bottom card of any location deck.

    Spoiler:
    Daji
    None
    Ally P
    Traits:
    Animal
    Veteran
    Owner: Feiya
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to add 1d4 to any Intelligence or Wisdom check.

    Discard this card to explore your location.

    If you have the Witch trait, you may treat the adventure deck number of this card as 1 plus the scenario's adventure deck number.


    Spoiler:
    Master-at-Arms
    SS
    Ally C
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 13

    Hourglass

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

    Location #1: Cannibal Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta/Hawkmoon, Crimsi/Gimry,

    Location #2: Shipwreck Graveyard
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #3: Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Closing Boon: Blessing

    Floating Shipyard Card 1:
    Leryn
    None
    Ally P
    Traits:
    Animal
    Owner: Adowyn
    To Acquire:
    Wisdom
    Survival 9
    Recharge this card to examine the top or bottom card of your location deck.

    Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.

    Floating Shipyard Card 2:
    Taking on Water
    SS
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
    Floating Shipyard Card 3:
    Rat Swarm
    SS
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
    Floating Shipyard Card 4:
    Rogue Eidolon
    None
    Monster P
    Traits:
    Outsider
    Eidolon
    Veteran
    To Defeat:
    Combat 8
    If you do not have the Summoner trait, increase the difficulty to defeat by the adventure deck number of the current scenario, if any.

    If undefeated, the Rogue Eidolon deals 1 point of Combat damage to each character at your location.

    If defeated, you may add this card to your hand. Banish the Rogue Eidolon from your hand to explore your location.

    Floating Shipyard Card 5:
    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.
    Floating Shipyard Card 6:
    Strength
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
    Floating Shipyard Card 7:
    Arcane Armor
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
    Floating Shipyard Card 8:
    Wooden Armor
    SS
    Armor C
    Traits:
    Light Armor
    Swashbuckling
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    Floating Shipyard Card 9:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Location #4: Seaside Warehouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #5: Holy Isle
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #6: 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: 0 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
    Located/Displayed Here: Telessel/Iceman91, Lini/Noasarc, Siwar/NathanDavis, Closing Boon: Spell

    Fringes of the Eye Card 1:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.
    Fringes of the Eye Card 2:
    Besmaran Priest
    SS
    Ally B
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 3:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Fringes of the Eye Card 4:
    Treasure Hunt
    SS
    Barrier B
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Fringes of the Eye Card 5:
    Besmaran Priest
    SS
    Ally C
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Divine
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Fringes of the Eye Card 6:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Fringes of the Eye Card 7:
    Phantasmal Minion
    SS
    Spell C
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character at any location.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Fringes of the Eye Card 8:
    Blessing of Abadar
    SS
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #7: Lonely Island
    Closed
    At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 2 Sp: 0 Ar: 1 I: 0 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here: None

    Plunder Pile Card 1:
    Parrot
    SS
    Ally B
    Traits:
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.
    Plunder Pile Card 2:
    Magic Wooden Armor
    SS
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1, or 2 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.
    Plunder Pile Card 3:
    Sandara Quinn
    SS
    Ally 1
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Charisma
    Diplomacy 5
    If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Plunder Pile Card 4:
    Rosie Cusswell
    SS
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Plunder Pile Card 5:
    Lookout
    SS
    Ally C
    Traits:
    Elf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.
    Plunder Pile Card 6:
    Pistol +1
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 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.
    Plunder Pile Card 7:
    Veteran's Longspear
    None
    Weapon P
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Veteran
    Owner: Alain
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8 plus the adventure deck number of the current scenario, if any.

    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. If you fail the second time, reduce the damage dealt to you by 1.

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    Community / Forums / Online Campaigns / Play-by-Post / [PACS] Season of the Shackles by Nathan All Messageboards

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