[PACS] Season of the Shackles by Nathan

Game Master Nathan Davis

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

Shared Tracker (Hands/Loot/Ships/Summons)

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

RULES: SHIPS:

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

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

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

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

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

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

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

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

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

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

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

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


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

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

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

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


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

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

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

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


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

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

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

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


    5) Truewind
    Spoiler:
    Ship B
    Class 1

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

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

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


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

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

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

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


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

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

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

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


    8) Dominator
    Spoiler:
    Ship B
    Class 6

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

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

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


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

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Strength
    4

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


    10) Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

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

    Check to Repair
    Craft
    7

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


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

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

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

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

    Check to Repair
    Craft 6

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


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

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

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

    Check to Repair
    Craft
    6

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


    13) Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


    14) Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

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

    Check to Repair
    Craft
    6

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


    16) Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

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

    Check to Repair
    Craft
    6

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


    17) Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

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

    Check to Repair
    Craft
    7

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


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

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

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

    Check to Repair
    Craft
    8

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


    20) Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

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

    Check to Repair
    Craft
    7

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


Summoned Henchmen:

The Ancient Mariner
Spoiler:

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

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

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


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

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


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

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


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

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


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

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


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

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


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

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


Scurvy Zombie
Spoiler:

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

Sea Devil
Spoiler:

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

Shipwreck
Spoiler:

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


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Deck Handler

Off-turn: recharge Archer's Bracers. Play BotE. Discard Longbow for structural damage.

Telessel's turn
Hour of Pharasma

Free explore of Fringes #1: Large Chest
Fail and banish

End turn

Telessel wrote:

Hand: Wendifisa Spear, Light Crossbow, Blessing of the Ancients 2, Prayer, Blessing of Abadar,

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Studded Leather Armor
Recharged: Mouse, Blessing of the Ancients 1, Compass, Shining Wayfinder, Archer's Bracers,
Discard Pile: Crow, Yelthian, The Cyclone, Starknife, Chain Mail, Blessing of the Elements, Longbow,
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 Flenta: Buries 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 2-8 remain
Lonely Island CLOSED


Deck Handler

Hour: Gods

Start of turn: Swap Elements for Fire Gecko.

Stay at Fringes.

Free explore card #2: Besmaran Priest
Basic ally, not worth wasting resources to acquire.
Charisma 6: 1d8 ⇒ 8
Success, Besmaran Priest acquired.

Discard Besmaran Priest, explore card #3: Blessing of the gods
Auto succeed.

Discard Blessing of the gods, explore card #3: Treasure Hunt
Recharge fire gecko, Abadar from Telesser, ask Siwar for help on the hunt!
Int/Knowledge 7+3: 3d8 + 2d4 + 2 ⇒ (1, 1, 4) + (4, 1) + 2 = 13
Wow...2 on 2d8, impressive.
Success, pull random item #1 and acquire Spyglass.

Discard Spyglass and see Bermaran Priest followed by Lookout Duty.

Cast Cure on Telessel:1d4 + 1 ⇒ (2) + 1 = 3

End of turn: Recharge Cure check
Divine 8: 1d10 + 3 ⇒ (4) + 3 = 7
Fail, Cure discarded.

Lini wrote:

Hand: Droogami, Dagger, Dolphin, Blessing of Achaekek, Cloud Puff, Aspect of the Hawk,

Displayed:
Deck: 12 Discard: 8 Buried: 0
Hero Points: 0
Used Accessory re-roll: N
NOTES:
Available Support: Puff, Blessing available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: 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, Fire Gecko, dDiscard Pile: Blessing of the Elements, Sphere of Fire, Bag of Sticks, Blessing of the Green Faith 1, Cure, Blessing of the gods, Besmaran Priest, 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
Notes for Flenta: Buries a Card

Notes for Lini: Recharge Blessing of the Green Faith
Notes for Siwar: Recharge 1 card

Flenta, Crimsi - Cannibal Isle CLOSED
Shipwreck Graveyard CLOSED
Floating Shipyard 1-9 remain
Seaside Warehouse CLOSED
Holy Isle CLOSED
Telessel, Siwar, Lini - Fringes of the Eye 2-8 remain
Lonely Island CLOSED


Deck Handler

Treasure Hunt
Incitation
Knowledge 7+3: 1d8 + 2 + 1d8 ⇒ (7) + 2 + (3) = 12
Success

Item 2: Teapot

Flenta wrote:

Hand: Strength, Teapot, Blessing of Gorum,

Displayed: Spiked Half-Plate, Infernal Healing, False Life,
Deck: 7 Discard: 5 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): Staff of Minor Healing, Buoyancy, Strength 2, Greatclub, Warhammer, Greatsword, Wand of Force Missile
Recharged:
Discard Pile: Blessing of the Gods, Blessing of Cayden Cailean, Dilettante, Spiked Chain +1, Incitation,
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.


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

Off turn, Recharge Flame Staff. Treasure Hunt. Charming. Recharge Chronicler/but reveal Codex to reveal instead
Knowledge Diplomacy 7+1+3: 1d12 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 Draw Dreamseeker's Staff. Cool!

Hour of Sivanah

Give card to Telessel: Dreamseeker's Staff (feel free to give it back, just getting it out my hand for the turn)


Free explore and encounter Besmaran Priest
Recharge Chronicler/but reveal Codex to reveal instead

Diplomacy 6: 1d12 + 4 + 1d6 ⇒ (4) + 4 + (5) = 13 Acquired!

Discard Magic Child to explore and encounter Lookout Duty
Charming. Recharge Chronicler/but reveal Codex to reveal instead

Perception Diplomacy 6+1+3: 1d12 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9 oooh just missed! 1 Structural Damage. Telessel discards Dreamseeker's Staff

Discard Besmaran Priest to explore and encounter Phantasmal Minion

Reveal Codex
Arcane 4: 1d12 + 2 + 1 ⇒ (9) + 2 + 1 = 12 Acquired!

Attempt to close: Summon and encounter Illusory Wall

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.

Discard Telessel's Prayer
Arcane 6+1+3: 1d12 + 2 + 1d12 ⇒ (4) + 2 + (5) = 11 Examine Blessing of Abadar. Then Close!
Random Barriers: 1d4 ⇒ 1
Random Blessings: 1d4 ⇒ 2
Shuffled then added to Fringes of the Eye, then encounter and acquire Blessing of the Gods

Banish Phantasmal Minion to Recovery to give Telessel Blessing of the Gods

Siwar ends her turn.

Siwar attempts to recover all cards in her Recovery pile.
Phantasmal Minion: Arcane 6: 1d12 + 2 ⇒ (4) + 2 = 6 -> Phantasmal Minion recharged.

Siwar resets her hand.

Siwar is taken with the hunt for treasure and friends alike, be they priest of phantasm she hastily plunders the fringes knocking some things off the ship in the process. But Telessel keeps Siwar from falling out of the crow's nest.

New hand. Cure is drawn. On Flenta's turn, banish Cure to recovery to heal self
Heal cards: 1d4 + 1 ⇒ (1) + 1 = 2 Pharasma's Knowing and Magical Child

Siwar attempts to recover all cards in her Recovery pile.
Cure: Divine 8: 1d12 + 2 ⇒ (9) + 2 = 11 -> Cure recharged .

Siwar wrote:

Hand: Cloth Armor, Swab, Chronicler, Codex, Acid Splash,

Displayed: Talisman Crafter, Tot Flask,
Deck: 9 Discard: 7 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 0
Product Reroll: Used
NOTES:
Available Support: 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): Pharasma's Knowing, Sphere of Fire, Ring of Wave Walking, Phantasmal Minion, Magical Child, Flame Staff, Rage, Magic Chain Shirt
Recharged: Cure,
Discard Pile: Blessing of the Spellbound 1, Blessing of the Gods 1, Blessing of Abraxas, Apprentice, Blessing of the Spellbound 2, Fire Snake, Besmaran Priest,
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: Treasure Hunt
Notes for Telessel: Discard Blessing of Abadar
Treasure Hunt
Heals 3
Given Dreamseeker's Staff, then discards it.
Discard Prayer
Given Blessing of the Gods

Flenta, Crimsi - Cannibal Isle CLOSED
Shipwreck Graveyard CLOSED
Floating Shipyard 1-9 remain
Seaside Warehouse CLOSED
Holy Isle CLOSED
Telessel, Siwar, Lini - Fringes of the Eye CLOSED 1-2 remain // Blessing and Barrier
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: 19, Flenta/Hawkmoon

Random Cards:

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

Spoiler:
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:
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:
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:
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.

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

Spoiler:
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:
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.

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:
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.

Weapons
Spoiler:
Nirmathas Longbow
None
Weapon P
Traits:
Bow
Ranged
Piercing
Owner: Adowyn
To Acquire:
Dexterity
Ranged
Survival 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die; if you have the Hunter trait, you may use a d10 instead of your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Recharge this card to add 1d6 to your Survival check.


Spoiler:
Whip
SS
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

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:
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:
Tidewater Cutlass +1
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 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.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

Spells
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:
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:
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:
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:
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:
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 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:
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:
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:
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.

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

Spoiler:
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:
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 Staff
None
Item P
Traits:
Staff
Magic
Owner: Seoni
To Acquire:
Charisma
Arcane 6
If you succeed on a combat check that has the Arcane and Attack traits, recharge this card to examine the top card of your location deck.

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:
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:
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:
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:
Biter
None
Ally P
Traits:
Animal
Owner: Harsk
To Acquire:
Wisdom
Survival 10
Discard this card on your turn to examine the top card of your location deck. If the examined card is a monster, immediately encounter it; add 1d6 to your checks to defeat it.
"Ow! Darn it, Biter. Let go!"
-Harsk


Spoiler:
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.

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 B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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: 10

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 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 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 Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore 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 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 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 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 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 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
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Permanently Closed: .
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Telessel/Iceman91, Lini/Noasarc, Siwar/NathanDavis,

Fringes of the Eye Card 1:
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.
Fringes of the Eye Card 2:
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.

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.


Deck Handler

Turn 19: The hour is Blessing of the Gods

Move over to Floating Shipyard, taking Crimsi with me

Crimsi plays Spyglass and examines: Leryn, Taking on Water
Switch the order

Free exploration: Taking on Water
Strength, Blessing of Gorum
Strength 7: 1d10 + 1 + 3 + 1d10 ⇒ (4) + 1 + 3 + (6) = 14
Success
Defeated
Recharge new spell: Black Spot

Ending my turn
Infernal Healing: Bury: Blessing of the Gods Heal: Incitaion
Recharge new spell: Magic Weapon

Flenta wrote:

Hand: Warhammer, Greatsword, Buoyancy, Strength 2, Teapot, Wand of Force Missile,

Displayed: Spiked Half-Plate, Infernal Healing, False Life,
Deck: 4 Discard: 5 Buried: 5
Current Location: Floating Shipyard
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): Staff of Minor Healing, Greatclub
Recharged: Black Spot, Magic Weapon,
Discard Pile: Blessing of Cayden Cailean, Dilettante, Spiked Chain +1, Incitation, Blessing of Gorum,
Buried Pile: Captain, Standard Bearer, Sage's Journal, Blessing of the Dawnflower, Blessing of the Gods,

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: Treasure Hunt, moved on ship to Floating Shipyard
Notes for Telessel: Discard Blessing of Abadar
Treasure Hunt
Heals 3
Given Dreamseeker's Staff, then discards it.
Discard Prayer
Given Blessing of the Gods

Cannibal Isle CLOSED
Shipwreck Graveyard CLOSED
Flenta, Crimsi - Floating Shipyard 1,3-9 remain // 1=Leryn
Seaside Warehouse CLOSED
Holy Isle CLOSED
Telessel, Siwar, Lini - Fringes of the Eye CLOSED 1-2 remain // Blessing and Barrier
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 quickly runs to the front of the Ship as she travels with Flenta.

"I'm on top of the world! Um Flenta. There is water is this boat!"

========================
Crimsi starts her turn.
Hour: Blessing of the Gods
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: 1d2 ⇒ 1 -> Floating Shipyard. Still Leryn

    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.

    Survival 9: 1d8 + 2 + 1d8 ⇒ (1) + 2 + (2) = 5

    Roll Details:

    Survival - 1d8+2
    Blessed - 1d8

    Use Incitation to bless

    Discard Spider to explore again

    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_

    Combat 8(12): 1d10 + 2 + 1d6 + 1d4 + 1d6 ⇒ (6) + 2 + (6) + (1) + (1) = 16

    Roll Details:

    Combat(Ranged) - 1d10+2
    Flaming Shortbow - 1d6+1d4
    Bow Master - 1d6

    "That big mean wolf ran through a rat nest. Stupid wolf."

    "

    Crimsi wrote:

    Hand: Flaming Shortbow, Longbow, Thieves' Tools, Snake, Archer,

    Displayed: Elixir of Energy Resistance, Chain Shirt,
    Deck: 5 Discard: 6 Buried: 1
    Current Location: Floating Shipyard
    Hero Points: 0
    NOTES:
    Available Support:
  • Longbow is available for distant combat
    Other: Paizo reroll used for scenario 0-1C?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathbane Light Crossbow, Elixer of Healing
    Recharged: The Winged Serpent, Heavy Crossbow, Mogmurch,
    Discard Pile: Prayer, Blessing of Gorum, Compass, Spyglass, Incitation, Spider,
    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
    Cleared top 2 of Shipyard

    "Board Status
    Most Recent BR Refresh

    Notes for Telessel: Discard Blessing of Abadar
    Treasure Hunt
    Heals 3
    Given Dreamseeker's Staff, then discards it.
    Discard Prayer
    Given Blessing of the Gods

    Cannibal Isle CLOSED
    Shipwreck Graveyard CLOSED
    Flenta, Crimsi - Floating Shipyard 4-9 remain
    Seaside Warehouse CLOSED
    Holy Isle CLOSED
    Telessel, Siwar, Lini - Fringes of the Eye CLOSED 1-2 remain // Blessing and Barrier
    Lonely Island CLOSED"


  • Deck Handler

    Lini's turn: discard Blessing of Abadar. Heal Abadar, Starknife, and Crow.
    Ignore the Treasure Hunt

    Siwar's turn: receive Staff, discard Staff. Discard Prayer. Receive BotG.

    Flenta and Crimsi: quiet

    Telessel's turn
    Hour of Milani

    Give Light Crossbow to Lini

    Move to Floating Shipyard, bringing Siwar.

    Free explore of #4: Rogue Eidolon
    Reveal Wendifisa Spear, Hunter
    Combat 8+#=9: 1d10 + 3 + 1d12 + 1 + 1d6 ⇒ (7) + 3 + (8) + 1 + (3) = 22 Success
    Draw the Eidolon

    Banish Eidolon to explore #5: Blessing of Besmara
    Discard BotG to copy Milani
    Dex 5: 1d8 + 2d8 ⇒ (1) + (8, 5) = 14 Success

    Close location
    Recharge BotA, Siwar sings
    Int 8: 1d6 + 1d6 + 1d4 ⇒ (3) + (2) + (1) = 6 Sure

    Discard Blessing of Besmara to explore #6: Strength
    Wis 6: 1d10 + 1 ⇒ (9) + 1 = 10

    End turn
    Discard Strength and Spear.

    Start of Lini's turn, recharge Shining Wayfinder to move to Fringes and examine those two: Blessing of Achaekek then Lookout Duty

    Telessel wrote:

    Hand: Compass, Mouse, Blessing of the Ancients 1, Blessing of Abadar,

    Displayed: Magic Chain Shirt,
    Deck: 6 Discard: 11 Buried: 0
    Hero Points: 1
    Accessory reroll: Y
    NOTES:
    Available Support: Mouse and blessings are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Starknife, Archer's Bracers, Studded Leather Armor, Crow
    Recharged: Blessing of the Ancients 2, Shining Wayfinder,
    Discard Pile: Yelthian, The Cyclone, Chain Mail, Blessing of the Elements, Longbow, Dreamseeker's Staff, Prayer, Blessing of the Gods, Blessing of Besmara, Strength, Wendifisa Spear,
    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 Light Crossbow
    Notes for Siwar: Recharge 1

    Cannibal Isle CLOSED
    Shipwreck Graveyard CLOSED
    Flenta, Crimsi, Siwar - Floating Shipyard 7-9 remain // all boons
    Seaside Warehouse CLOSED
    Holy Isle CLOSED
    Telessel, Lini - Fringes of the Eye CLOSED 1-2 remain // 1 = Blessing of Achaekek, 2 = Lookout Duty
    Lonely Island CLOSED


    Deck Handler

    Hour: BotG

    Starting turn at Fringes, staying here for a short moment.

    Free Explore #1: Blessing of Achaekek
    Divine 5: 1d10 + 3 ⇒ (3) + 3 = 6
    Success, Achaekek acquired.

    Recharge Droogami, move to Floating Shipyard and explore #7: Arcane Armor
    Int 4: 1d8 ⇒ 5
    Success, Arcane Armor acquired.

    Discard Achaekek, explore card# 8: Wooden Armor
    Con 3: 1d6 ⇒ 1
    Fail, Wooden Armor discarded.

    Discard Achaekek 2, explore card 9: Sailor
    Ask Siwar for a D4, ally could help with close check.
    Chr 6: 1d8 + 1d4 ⇒ (5) + (3) = 8
    Success, Sailor acquired.

    Close check:
    Blessing from Telessel, recharge from Siwar, discard sailor.
    Int 8: 2d8 + 2d4 ⇒ (7, 2) + (2, 1) = 12

    Location closed, scenario win!


    0-1D: SALVAGE OPERATIONS
    Development:
    You’ve found plenty of plunder for everyone in the brine dragon’s former lair. The former caretakers of these treasures were devoured, but you’ve found the booty they left behind, including a ship cast adrift. You’ll have to choose which vessel you’ll sail away on, and when you do, you better make sure you part on good terms with the mates you’ve left behind. Captain Redclaw’s pirates have been watching you closely. Whether they consider you allies or rivals remains to be seen.

    Rewards:

    Scenario: Each character randomly chooses a type of boon other than loot and draws a card of that type from the box.
    Randomly choose like Plunder, but 6s are blessings
    Flenta: Random Boon: 1d6 ⇒ 2 Spell - Frostbite
    Crimsi: Random Boon: 1d6 ⇒ 4 Item - Mysterious Disk (P)
    Telessel: Random Boon: 1d6 ⇒ 2 Spell - Arcane Armor
    Lini: Random Boon: 1d6 ⇒ 2 Spell - Inflict
    Siwar: Random Boon: 1d6 ⇒ 3 Armor - Buckler

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

    Upgrades:
    Sandara Quinn (Ally 1)
    Besmaran Priest (Ally C)
    Swab (Ally B)
    Rosie Cusswell (Ally 1)
    Dolphin (Ally C)
    Mogmurch (Ally 1)
    Parrot (Ally B)
    Captain (Ally B)
    Lookout (Ally C)
    Besmaran Priest (Ally B)
    Sailor (Ally B)
    Chain Mail (Armor C)
    Buckler (Armor B)
    Cloth Armor (Armor B)
    Magic Chain Shirt (Armor B)
    Magic Wooden Armor (Armor 1)
    Blessing of Abadar (Blessing B)
    Blessing of Gorum (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of Achaekek (Blessing B)
    Blessing of Achaekek (Blessing C)
    Blessing of the Gods (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of Gorum (Blessing C)
    Blessing of the Dawnflower (Blessing 1)
    Blessing of Gorum (Blessing B)
    Blessing of Besmara (Blessing 1)
    Blessing of Abadar (Blessing B)
    Dreamseeker's Staff (Item 1)
    Ring of Wave Walking (Item 1)
    Teapot (Item 1)
    Mysterious Disk (Item 1)
    Spyglass (Item B)
    Inflict (Spell B)
    Strength (Spell B)
    Frostbite (Spell B)
    Sphere of Fire (Spell 1)
    Illuminate (Spell 1)
    Find Traps (Spell B)
    Arcane Armor (Spell C)
    Arcane Armor (Spell B)
    Rage (Spell 1)
    Pistol +1 (Weapon B)
    Dagger (Weapon B)
    Veteran's Longspear (Weapon 1)
    Many personal effects of other heroes found on these vessels

    Ally 111
    Armor 1
    Blessing 11
    Item 1111
    Spell 111
    Weapon 1


    0-1E: NATURE’S WRATH

    Days ago, Jemma Redclaw proclaimed herself captain of a merchantman vessel. After leading a mutiny on the ship you hired for a journey to Rahadoum, she seized command and sailed southward. Now she rules her ship with an iron fist... or more precisely, a mechanical hand! But she’s not the only one with ideals and aspirations. On land, captains’ councils and petty tyrants lay claim to isolated islands, but at sea, the Brinebrood Queen considers these waters her realm. The coral reef surrounding your ship has served as her latest spawning pool.

    These warm waters are shallow, a labyrinth of reefs and sandbars that slow sailing down to a crawl. In the waters surrounding your ship, the distant relations of a vast inbred family of grindylow watch you from a distance. The stench of rot and putrefaction wafts on the wind. Grindylows feed on more than fish, and corpses attract f lies–big ones. Before you leave this coral labyrinth, the Brinebrood Queen will be waiting for you. Although the grindylows can’t quite muster the courage to attack passing ships in force, their mother is awfully defensive of her offspring.

    Starting Plunder: 1d6 ⇒ 2 Spell

    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.

    The difficulty of checks to defeat banes that have the Animal trait is increased by 4.

    Story Banes

    Villain: Brinebrood Queen
    Henchmen (Closing): Botfly Swarms

    Brinebrood Queen:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 13
    The Brinebrood Queen may not be evaded. Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location. If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen

    The Whale:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 11
    The Whale may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or discard the top 1d4 cards of the blessings deck.
    "Mmmm, fresh meat! You're a small enough morsel, but if I swallow enough of youse, you'll make a nice mid-morning snack!" --The Whale

    Botfly Swarm:

    Henchman
    Type: Monster
    Traits: Animal Swarm
    To Defeat: Combat 12 OR Wisdom Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it. If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one. If defeated, you may immediately attempt to close the location this henchman came from.


    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.

    The difficulty of checks to defeat banes that have the Animal trait is increased by 4.

    Additional Rules: Story Banes

    Villain: Brinebrood Queen
    Henchmen (Closing): Botfly Swarms

    Brinebrood Queen:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 13
    The Brinebrood Queen may not be evaded. Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location. If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen

    The Whale:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 11
    The Whale may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or discard the top 1d4 cards of the blessings deck.
    "Mmmm, fresh meat! You're a small enough morsel, but if I swallow enough of youse, you'll make a nice mid-morning snack!" --The Whale

    Botfly Swarm:

    Henchman
    Type: Monster
    Traits: Animal Swarm
    To Defeat: Combat 12 OR Wisdom Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it. If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one. If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk:

    Henchman
    Type: Monster
    Traits: Dragon Aquatic
    To Defeat: Combat 30
    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.

    Scenario Level (#): 1

    Turn: 1, Siwar/NathanDavis

    Random Cards:

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

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

    Spoiler:
    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:
    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:
    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_

    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:
    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.

    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.

    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:
    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.

    Weapons
    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:
    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:
    Fire Lance
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    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:
    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.

    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:
    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:
    Fireblade
    SS
    Spell C
    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.

    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.

    Spoiler:
    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.

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

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

    Spoiler:
    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 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:
    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.

    Items
    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.

    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:
    Amulet of Life
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

    Spoiler:
    Powder Horn
    SS
    Item B
    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:
    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:
    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:
    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:
    Kolo
    None
    Ally P
    Traits:
    Animal
    Spirit
    Divine
    Veteran
    Owner: Shardra
    To Acquire:
    Wisdom
    Divine 8
    Reveal this card to add 3 plus the scenario's adventure deck number to your Stealth check.

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

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


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

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

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

    Spoiler:
    Blessing of 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.

    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: 29

    Hourglass

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

    Location #1: Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Jungle Card 1:
    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.
    Jungle Card 2:
    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.
    Jungle Card 3:
    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.
    Jungle Card 4:
    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.
    Jungle Card 5:
    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.
    Jungle Card 6:
    Marine
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 8
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
    Jungle Card 7:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Jungle Card 8:
    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.
    Jungle Card 9:
    Carver
    SS
    Ally C
    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.
    Jungle Card 10:
    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.

    Location #2: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Tempest Cay Card 1:
    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.
    Tempest Cay Card 2:
    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.
    Tempest Cay Card 3:
    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.
    Tempest Cay 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.
    Tempest Cay Card 5:
    Buoyancy
    SS
    Spell C
    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.
    Tempest Cay Card 6:
    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.
    Tempest Cay Card 7:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 8:
    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.
    Tempest Cay Card 9:
    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.
    Tempest Cay Card 10:
    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.

    Location #3: Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Pinnacle Atoll Card 1:
    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_
    Pinnacle Atoll Card 2:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Pinnacle Atoll Card 3:
    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.
    Pinnacle Atoll Card 4:
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Pinnacle Atoll Card 5:
    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.
    Pinnacle Atoll Card 6:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Pinnacle Atoll Card 7:
    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.
    Pinnacle Atoll Card 8:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Pinnacle Atoll Card 9:
    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.
    Pinnacle Atoll Card 10:
    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.

    Location #4: Mangrove Swamp
    At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
    When Closing: Succeed at a Constitution or Fortitude 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Mangrove Swamp Card 1:
    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.
    Mangrove Swamp Card 2:
    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.
    Mangrove Swamp Card 3:
    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.

    Mangrove Swamp 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.
    Mangrove Swamp Card 5:
    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.
    Mangrove Swamp Card 6:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mangrove Swamp Card 7:
    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.
    Mangrove Swamp Card 8:
    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.
    Mangrove Swamp Card 9:
    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.
    Mangrove Swamp Card 10:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.

    Location #5: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sea Caves Card 1:
    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.
    Sea Caves Card 2:
    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.
    Sea Caves 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.
    Sea Caves Card 4:
    Treasure Hunt
    SS
    Barrier C
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Sea Caves Card 5:
    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.
    Sea Caves Card 6:
    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.
    Sea Caves Card 7:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves Card 8:
    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.
    Sea Caves Card 9:
    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.
    Sea Caves Card 10:
    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.

    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 ?: 1
    Located/Displayed Here: None
    Fringes of the Eye Card 1:
    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 2:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fringes of the Eye Card 3:
    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.
    Fringes of the Eye Card 4:
    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.
    Fringes of the Eye Card 5:
    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.
    Fringes of the Eye Card 6:
    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.
    Fringes of the Eye Card 7:
    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.
    Fringes of the Eye Card 8:
    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.
    Fringes of the Eye Card 9:
    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.
    Fringes of the Eye Card 10:
    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.

    Location #7: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Rocky Cliff Card 1:
    Brinebrood Queen
    SS
    Villain 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    Mutant
    To Defeat:
    Combat 13
    The Brinebrood Queen may not be evaded.
    Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
    If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen
    Rocky Cliff Card 2:
    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.
    Rocky Cliff Card 3:
    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.
    Rocky Cliff Card 4:
    Bloodcrow Rapier
    None
    Weapon P
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Veteran
    Owner: Jirelle
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.

    Reveal this card to add the Swashbuckling trait to your check to defeat a bane.

    Rocky Cliff Card 5:
    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.
    Rocky Cliff Card 6:
    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.
    Rocky Cliff Card 7:
    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.
    Rocky Cliff Card 8:
    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.
    Rocky Cliff 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.
    Rocky Cliff Card 10:
    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.

    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: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Plunder Pile Card 1:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane
    To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.


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

    Starting at Rocky Cliff

    Siwar wrote:

    Hand: Pyrotechnic Blast, Sphere of Fire, Magical Child, Chronicler, Dilettante, Blessing of the Spellbound 2,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Rocky Cliff
    Hero Points: 1
    Product Reroll: Unused
    NOTES:
    Movement: Keep me with the crew unless it's giving me a rough start of turn power
    Other: Recharge freely for d4s in hand order. (Allies reload)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Talisman Crafter, Pharasma's Knowing, Flame Staff, Apprentice, Cure, Blessing of the Spellbound 1, Fire Snake, Bestiary of Garund, Codex, Blessing of Abraxas
    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

    Start w/ Siwar at the Cliff.

    .

    Telessel wrote:

    Hand: Light Crossbow, Archer's Bracers, Compass, The Cyclone, Yelthian,

    Displayed: Magic Chain Shirt,
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    Accessory reroll: N
    NOTES:
    Available Support: Blessing is available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients 1, Blessing of the Elements, Gentleman Explorer, Wendifisa Spear, Studded Leather Armor, Longbow, Blessing of the Ancients 2, Prayer, Crow, Shining Wayfinder, Starknife
    Recharged:
    Discard Pile:
    Buried Pile:

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

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


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

    Cliffs it is!

    "

    Crimsi wrote:

    Hand: Deathbane Light Crossbow, Flaming Shortbow, Compass, Snake, Prayer,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Rocky Cliff
    Hero Points: 1
    NOTES:
    Available Support:
  • Flaming Shortbow is available for distant combat
    Other: Paizo reroll used for scenario 0-1E?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elixer of Healing, Chain Shirt, The Winged Serpent, Thieves' Tools, The Cyclone, Archer, Spider, Spyglass, Longbow, Elixir of Energy Resistance, Heavy Crossbow
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Bow Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:
    At the start 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 Rocky Cliff

    Flenta wrote:

    Hand: Greatclub, Spiked Chain +1, Strength, False Life, Sage's Journal, Standard Bearer,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Rocky Cliff
    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, Blessing of Cayden Cailean, Infernal Healing, Blessing of Gorum, Spiked Half-Plate, The Eclipse, Wand of Force Missile, Staff of Minor Healing, Warhammer, Detect Magic
    Recharged:
    Discard Pile:
    Buried Pile:

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

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


    Deck Handler

    Starting at Jungle!

    Lini wrote:

    Hand: Blessing of the Green Faith, Cloud Puff, Shock Lizard, Fire Gecko, Aspect of the Mouse,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bag of Sticks, Droogami, Fireblade, Stone Axe +1, Crow, Vine Leshy, Aspect of the Hawk, Blessing of the Green Faith 2, Erutaki Coat, Blessing of the Elements
    Recharged: dDiscard 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

    I'll quickly display False Life.

    Draw and recharge: Buoyancy


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

    Hour of Pharasma

    Location Power: Start of turn, examine Brinebrood Queen. That was easy!Let's get out of here!


    Move myself, Flenta, Crimsi, and Telessel to Tempest Cay
    Free explore and encounter Turtle

    Wisdom 5: 1d6 ⇒ 5 Acquired!

    Discard Turtle to explore and encounter Pirate Hunting

    Rando Ship: 1d11 ⇒ 7 Sea Chanty. Perfect!
    Reveal my 3 allies
    Diplomacy 8: 1d12 + 4 + 9 ⇒ (6) + 4 + 9 = 19 Defeated and barrier banished
    Plunder: 1d6 ⇒ 4 Item

    Discard Magical Child to explore and encounter Magic Wooden Armor
    Recharge Dilettante

    Constitution 3: 1d4 + 1d4 ⇒ (4) + (2) = 6 Acquired!

    On reset recharge Magic Wooden Armor

    Staring upon the Rocky Cliffs, Siwar clearly makes out the Queen's domicile.

    The ship turns away from the cliffs for now following a flotilla of sea turtles. They quickly find another ship and warn it off of traveling near the Queen's waters. Grateful, the caption of the other ship offers some equipment and protection for the fight ahead.

    Siwar wrote:

    Hand: Flame Staff, Bestiary of Garund, Chronicler, Pyrotechnic Blast, Blessing of the Spellbound 2, Sphere of Fire,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Tempest Cay
    Hero Points: 1
    Product Reroll: Unused
    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): Apprentice, Talisman Crafter, Pharasma's Knowing, Blessing of Abraxas, Codex, Cure, Blessing of the Spellbound 1, Fire Snake
    Recharged: Dilettante, Magic Wooden Armor,
    Discard Pile: Turtle, Magical Child,
    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:

    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.

    The difficulty of checks to defeat banes that have the Animal trait is increased by 4.

    Additional Rules: Story Banes

    Villain: Brinebrood Queen
    Henchmen (Closing): Botfly Swarms

    Brinebrood Queen:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 13
    The Brinebrood Queen may not be evaded. Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location. If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen

    The Whale:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 11
    The Whale may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or discard the top 1d4 cards of the blessings deck.
    "Mmmm, fresh meat! You're a small enough morsel, but if I swallow enough of youse, you'll make a nice mid-morning snack!" --The Whale

    Botfly Swarm:

    Henchman
    Type: Monster
    Traits: Animal Swarm
    To Defeat: Combat 12 OR Wisdom Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it. If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one. If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk:

    Henchman
    Type: Monster
    Traits: Dragon Aquatic
    To Defeat: Combat 30
    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.

    Scenario Level (#): 1

    Turn: 2, Flenta/Hawkmoon

    Random Cards:

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

    Spoiler:
    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.

    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:
    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.

    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:
    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:
    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:
    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:
    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:
    Pepperbox
    SS
    Weapon 1
    Traits:
    Firearm
    Ranged
    Piercing
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. 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:
    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.


    Spells
    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.

    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:
    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:
    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:
    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:
    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:
    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 C
    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 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:
    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.

    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:
    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:
    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:
    Ritual Censer
    None
    Item P
    Traits:
    Object
    Magic
    Divine
    Owner: Shardra
    To Acquire:
    Wisdom
    Divine 8
    Display this card. While displayed, add 1d6 to your check against a spell or any check to close your location. At the end of your turn, recharge this card.

    Spoiler:
    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.

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

    Spoiler:
    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.

    Spoiler:
    Leryn
    None
    Ally P
    Traits:
    Animal
    Owner: Adowyn
    To Acquire:
    Wisdom
    Survival 9
    Recharge this card to examine the top or bottom card of your location deck.

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


    Spoiler:
    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:
    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.

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

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

    Spoiler:
    Blessing of 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 Gozreh:
    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.

    Hours Remaining: 28

    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 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 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 Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 7 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 7 Telessel/Iceman91
    Blessing of Sivanah
    SS
    Blessing C
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Lini/Noasarc:
    Spoiler:
    Hourglass Card 8 Lini/Noasarc
    Blessing of 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 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 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 11 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 11 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 12 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 12 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Lini/Noasarc:
    Spoiler:
    Hourglass Card 13 Lini/Noasarc
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 14 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 14 Siwar/NathanDavis
    Blessing of 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 15 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 15 Flenta/Hawkmoon
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 16 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 17 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 17 Telessel/Iceman91
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 Lini/Noasarc:
    Spoiler:
    Hourglass Card 18 Lini/Noasarc
    Blessing of Zogmugot
    SS
    Blessing P
    Traits:
    Divine
    Zogmugot
    To Acquire:
    Dexterity
    Stealth
    Divine 5
    Discard this card to add 1 die to any check.
    Bury this card to choose a card from another character's discard pile and add it to your hand.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
    Hourglass Card 19 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 19 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 21 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 22 Telessel/Iceman91
    Blessing of 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 Lini/Noasarc:
    Spoiler:
    Hourglass Card 23 Lini/Noasarc
    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 24 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 24 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 25 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 25 Flenta/Hawkmoon
    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 26 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 26 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 27 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 27 Telessel/Iceman91
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Lini/Noasarc:
    Spoiler:
    Hourglass Card 28 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.

    Location #1: Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Lini/Noasarc, None

    Jungle Card 1:
    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.
    Jungle Card 2:
    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.
    Jungle Card 3:
    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.
    Jungle Card 4:
    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.
    Jungle Card 5:
    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.
    Jungle Card 6:
    Marine
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 8
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
    Jungle Card 7:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Jungle Card 8:
    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.
    Jungle Card 9:
    Carver
    SS
    Ally C
    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.
    Jungle Card 10:
    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.

    Location #2: Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/Hawkmoon, Crimsi/Gimry, Telessel/Iceman91, Siwar/NathanDavis, None
    Tempest Cay Card 1:
    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.
    Tempest Cay Card 2:
    Buoyancy
    SS
    Spell C
    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.
    Tempest Cay Card 3:
    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.
    Tempest Cay Card 4:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tempest Cay Card 5:
    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.
    Tempest Cay Card 6:
    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.
    Tempest Cay Card 7:
    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.

    Location #3: Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Pinnacle Atoll Card 1:
    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_
    Pinnacle Atoll Card 2:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Pinnacle Atoll Card 3:
    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.
    Pinnacle Atoll Card 4:
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Pinnacle Atoll Card 5:
    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.
    Pinnacle Atoll Card 6:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Pinnacle Atoll Card 7:
    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.
    Pinnacle Atoll Card 8:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Pinnacle Atoll Card 9:
    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.
    Pinnacle Atoll Card 10:
    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.

    Location #4: Mangrove Swamp
    At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
    When Closing: Succeed at a Constitution or Fortitude 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Mangrove Swamp Card 1:
    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.
    Mangrove Swamp Card 2:
    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.
    Mangrove Swamp Card 3:
    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.

    Mangrove Swamp 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.
    Mangrove Swamp Card 5:
    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.
    Mangrove Swamp Card 6:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mangrove Swamp Card 7:
    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.
    Mangrove Swamp Card 8:
    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.
    Mangrove Swamp Card 9:
    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.
    Mangrove Swamp Card 10:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.

    Location #5: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sea Caves Card 1:
    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.
    Sea Caves Card 2:
    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.
    Sea Caves 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.
    Sea Caves Card 4:
    Treasure Hunt
    SS
    Barrier C
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Sea Caves Card 5:
    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.
    Sea Caves Card 6:
    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.
    Sea Caves Card 7:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves Card 8:
    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.
    Sea Caves Card 9:
    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.
    Sea Caves Card 10:
    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.

    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 ?: 1
    Located/Displayed Here: None
    Fringes of the Eye Card 1:
    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 2:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fringes of the Eye Card 3:
    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.
    Fringes of the Eye Card 4:
    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.
    Fringes of the Eye Card 5:
    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.
    Fringes of the Eye Card 6:
    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.
    Fringes of the Eye Card 7:
    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.
    Fringes of the Eye Card 8:
    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.
    Fringes of the Eye Card 9:
    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.
    Fringes of the Eye Card 10:
    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.

    Location #7: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Rocky Cliff Card 1 (Brinebrood Queen):
    Brinebrood Queen
    SS
    Villain 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    Mutant
    To Defeat:
    Combat 13
    The Brinebrood Queen may not be evaded.
    Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
    If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen
    Rocky Cliff Card 2:
    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.
    Rocky Cliff Card 3:
    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.
    Rocky Cliff Card 4:
    Bloodcrow Rapier
    None
    Weapon P
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Veteran
    Owner: Jirelle
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.

    Reveal this card to add the Swashbuckling trait to your check to defeat a bane.

    Rocky Cliff Card 5:
    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.
    Rocky Cliff Card 6:
    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.
    Rocky Cliff Card 7:
    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.
    Rocky Cliff Card 8:
    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.
    Rocky Cliff 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.
    Rocky Cliff Card 10:
    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.

    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: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Plunder Pile Card 1:
    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.
    Plunder Pile Card 2:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane
    To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.


    Deck Handler

    Turn 2: The hour is Blessing of Gozreh

    Free exploration: Lookout
    Ask Siwar for some help.
    Charisma 6: 1d6 + 1d4 ⇒ (5) + (3) = 8
    Success
    Acquired

    Recharge Lookout to examine: Buoyancy

    Discard Standard Bearer to explore: Buoyancy
    Intelligence 3: 1d8 ⇒ 5
    Success
    Acquired

    End my turn.

    Flenta wrote:

    Hand: Greatclub, Spiked Chain +1, Strength, Buoyancy 2, Sage's Journal, Staff of Minor Healing,

    Displayed: False Life,
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Tempest Cay
    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, Blessing of Gorum, Infernal Healing, The Eclipse, Wand of Force Missile, Warhammer, Greatsword, Spiked Half-Plate, Detect Magic
    Recharged: Buoyancy, Lookout,
    Discard Pile: 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

    Notes for Siwar: Used 1 recharge

    Lini - Jungle 1-10 remain
    Telessel, Flenta, Crimsi, Siwar - Tempest Cay 3-7 remain
    Pinnacle Atoll 1-10 remain
    Mangrove Swamp 1-10 remain
    Sea Caves 1-10 remain
    Fringes of the Eye 1-10 remain
    Rocky Cliff 1-10 remain // 1=Brinebrood Queen


    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: Tempest Cay
    Location Power:If this location is occupied, Structural damage to your ship at any location is increased by 1.
    Adventure Powers:
    Scenario Powers:

  • Use the Merchantman as your ship.

    SoT Examine: 1d7 ⇒ 1 -> Smuggler

    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.

    BYA - Recharge Flaming Shortbow

    Combat 13(12+1): 1d10 + 2 + 1d8 + 1 + 1d6 ⇒ (9) + 2 + (1) + 1 + (1) = 14

    Roll Details:

    Combat(Ranged) - 1d10+2
    Deathbane Light Crossbow - 1d8+1
    Bow Master - 1d6

    AYA - Take 3 Structure damage!

    Pause to see what we have to handle Structure damage to see if I go again


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

    Continue. Flenta and Lini will each pitch one card, and I will discard my Snake.

    Discard Compass to explore again

    Botfly Swarm:

    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Survival 8: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8

    Roll Details:

    Survival - 1d8+2
    Siwars Aid - 1d4

    Have Siwar Recharge a card

    Intelligence 7: 1d6 + 1d6 + 1d4 ⇒ (1) + (2) + (1) = 4

    Roll Details:

    Intelligence - 1d6
    Blessed - 1d6
    Siwars Aid - 1d4

    Have Siwar Recharge a card
    Use Telessel Cyclone to bless

    Cyclone adds 6 to result for the close

    When closed move to random location

    Crimsi: 1d7 ⇒ 5 -> Sea Caves
    Flenta: 1d7 ⇒ 6 -> Fringes of the Eye
    Telessel: 1d7 ⇒ 3 -> Pinnacle Atoll
    Siwar: 1d7 ⇒ 1 -> Jungle

    "

    Crimsi wrote:

    Hand: Deathbane Light Crossbow, Spider, The Cyclone, Prayer,

    Displayed: Chain Shirt,
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Sea Caves
    Hero Points: 1
    NOTES:
    Available Support:
  • Cyclone available
    Other: Paizo reroll used for scenario 0-1E?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Longbow, Heavy Crossbow, Elixer of Healing, Spyglass, Elixir of Energy Resistance, Thieves' Tools, Archer, The Winged Serpent
    Recharged: Flaming Shortbow,
    Discard Pile: Snake, 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
    Examined Card 1 of the Jungle (Smuggler)
    Flenta and Lini each discard a card
    Closed Tempest Cay
    Have Siwar Recharge TWO cards
    Use Telessel Cyclone to bless
    Crimsi moves to Sea Caves
    Flenta moves to Fringes of the Eye
    Telessel moves to Pinnacle Atoll
    Siwar moves to Jungle

    "Board Status
    Most Recent BR Refresh

    Notes for Siwar: Used 3 recharge

    Lini, Siwar - Jungle 1-10 remain // 1=Smuggler
    Tempest Cay CLOSED
    Telessel - Pinnacle Atoll 1-10 remain
    Mangrove Swamp 1-10 remain
    Crimsi - Sea Caves 1-10 remain
    Flenta - Fringes of the Eye 1-10 remain
    Rocky Cliff 1-10 remain // 1=Brinebrood Queen"


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

    Missed Scenario power, so would have used my Prayer to bless the check, so add 1d8

    Blessing: 1d8 ⇒ 5

    Update hand with Prayer discarded

    "

    Crimsi wrote:

    Hand: Deathbane Light Crossbow, Spider, The Cyclone, Archer,

    Displayed: Chain Shirt,
    Deck: 8 Discard: 3 Buried: 0
    Current Location: Sea Caves
    Hero Points: 1
    NOTES:
    Available Support:
  • Cyclone available
    Other: Paizo reroll used for scenario 0-1E?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elixir of Energy Resistance, The Winged Serpent, Heavy Crossbow, Thieves' Tools, Longbow, Elixer of Healing, Spyglass
    Recharged: Flaming Shortbow,
    Discard Pile: Snake, Compass, 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).

    "


    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.

    The difficulty of checks to defeat banes that have the Animal trait is increased by 4.

    Additional Rules: Story Banes

    Villain: Brinebrood Queen
    Henchmen (Closing): Botfly Swarms

    Brinebrood Queen:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 13
    The Brinebrood Queen may not be evaded. Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location. If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen

    The Whale:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 11
    The Whale may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or discard the top 1d4 cards of the blessings deck.
    "Mmmm, fresh meat! You're a small enough morsel, but if I swallow enough of youse, you'll make a nice mid-morning snack!" --The Whale

    Botfly Swarm:

    Henchman
    Type: Monster
    Traits: Animal Swarm
    To Defeat: Combat 12 OR Wisdom Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it. If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one. If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk:

    Henchman
    Type: Monster
    Traits: Dragon Aquatic
    To Defeat: Combat 30
    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.

    Scenario Level (#): 1

    Turn: 4, Telessel/Iceman91

    Random Cards:

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

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

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

    Spoiler:
    Merfolk
    SS
    Monster C
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    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:
    Shoanti Earthbreaker
    None
    Weapon P
    Traits:
    Hammer
    Melee
    Bludgeoning
    2-Handed
    Owner: Crowe
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add another 1d6, or 2d6 if the bane has the Construct trait. If not proficient with weapons, the difficulty of this check is increased by 4.

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

    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:
    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:
    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:
    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:
    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 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 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:
    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.

    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:
    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:
    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:
    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:
    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:
    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.

    Spoiler:
    Kolo
    None
    Ally P
    Traits:
    Animal
    Spirit
    Divine
    Veteran
    Owner: Shardra
    To Acquire:
    Wisdom
    Divine 8
    Reveal this card to add 3 plus the scenario's adventure deck number to your Stealth check.

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

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


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

    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 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 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.

    Current Hour:

    Blessing of Abadar:
    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.

    Hours Remaining: 26

    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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 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 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 5 Telessel/Iceman91
    Blessing of Sivanah
    SS
    Blessing C
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Lini/Noasarc:
    Spoiler:
    Hourglass Card 6 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 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 C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 13 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 13 Flenta/Hawkmoon
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Lini/Noasarc:
    Spoiler:
    Hourglass Card 16 Lini/Noasarc
    Blessing of Zogmugot
    SS
    Blessing P
    Traits:
    Divine
    Zogmugot
    To Acquire:
    Dexterity
    Stealth
    Divine 5
    Discard this card to add 1 die to any check.
    Bury this card to choose a card from another character's discard pile and add it to your hand.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
    Hourglass Card 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 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 19 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 19 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 20 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 20 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 21 Lini/Noasarc:
    Spoiler:
    Hourglass Card 21 Lini/Noasarc
    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 22 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 22 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 23 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 23 Flenta/Hawkmoon
    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 24 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 24 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 25 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 25 Telessel/Iceman91
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Lini/Noasarc:
    Spoiler:
    Hourglass Card 26 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.

    Location #1: Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Lini/Noasarc, None

    Jungle Card 1 (Smuggler):
    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.
    Jungle Card 2:
    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.
    Jungle Card 3:
    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.
    Jungle Card 4:
    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.
    Jungle Card 5:
    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.
    Jungle Card 6:
    Marine
    SS
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 8
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
    Jungle Card 7:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Jungle Card 8:
    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.
    Jungle Card 9:
    Carver
    SS
    Ally C
    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.
    Jungle Card 10:
    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.

    Location #2: Tempest Cay
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Flenta/Hawkmoon, Telessel/Iceman91, Siwar/NathanDavis, None

    Location #3: Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Pinnacle Atoll Card 1:
    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_
    Pinnacle Atoll Card 2:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Pinnacle Atoll Card 3:
    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.
    Pinnacle Atoll Card 4:
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Pinnacle Atoll Card 5:
    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.
    Pinnacle Atoll Card 6:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Pinnacle Atoll Card 7:
    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.
    Pinnacle Atoll Card 8:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Pinnacle Atoll Card 9:
    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.
    Pinnacle Atoll Card 10:
    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.

    Location #4: Mangrove Swamp
    At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
    When Closing: Succeed at a Constitution or Fortitude 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Mangrove Swamp Card 1:
    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.
    Mangrove Swamp Card 2:
    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.
    Mangrove Swamp Card 3:
    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.

    Mangrove Swamp 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.
    Mangrove Swamp Card 5:
    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.
    Mangrove Swamp Card 6:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mangrove Swamp Card 7:
    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.
    Mangrove Swamp Card 8:
    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.
    Mangrove Swamp Card 9:
    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.
    Mangrove Swamp Card 10:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.

    Location #5: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Crimsi/Gimry, None
    Sea Caves Card 1:
    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.
    Sea Caves Card 2:
    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.
    Sea Caves 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.
    Sea Caves Card 4:
    Treasure Hunt
    SS
    Barrier C
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Sea Caves Card 5:
    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.
    Sea Caves Card 6:
    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.
    Sea Caves Card 7:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves Card 8:
    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.
    Sea Caves Card 9:
    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.
    Sea Caves Card 10:
    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.

    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 ?: 1
    Located/Displayed Here: None
    Fringes of the Eye Card 1:
    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 2:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fringes of the Eye Card 3:
    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.
    Fringes of the Eye Card 4:
    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.
    Fringes of the Eye Card 5:
    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.
    Fringes of the Eye Card 6:
    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.
    Fringes of the Eye Card 7:
    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.
    Fringes of the Eye Card 8:
    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.
    Fringes of the Eye Card 9:
    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.
    Fringes of the Eye Card 10:
    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.

    Location #7: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Rocky Cliff Card 1 (Brinebrood Queen):
    Brinebrood Queen
    SS
    Villain 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    Mutant
    To Defeat:
    Combat 13
    The Brinebrood Queen may not be evaded.
    Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
    If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen
    Rocky Cliff Card 2:
    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.
    Rocky Cliff Card 3:
    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.
    Rocky Cliff Card 4:
    Bloodcrow Rapier
    None
    Weapon P
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Veteran
    Owner: Jirelle
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.

    Reveal this card to add the Swashbuckling trait to your check to defeat a bane.

    Rocky Cliff Card 5:
    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.
    Rocky Cliff Card 6:
    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.
    Rocky Cliff Card 7:
    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.
    Rocky Cliff Card 8:
    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.
    Rocky Cliff 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.
    Rocky Cliff Card 10:
    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.

    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: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Plunder Pile Card 1:
    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.
    Plunder Pile Card 2:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane
    To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.


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

    Recharge Flame Staff and Bestiary of Garund. Reload Chronicler

    Siwar wrote:

    Hand: Pyrotechnic Blast, Blessing of the Spellbound 2, Sphere of Fire,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Tempest Cay
    Hero Points: 1
    Product Reroll: Unused
    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: Chronicler,
    Middle of Deck (Unknown Order): Fire Snake, Cure, Apprentice, Pharasma's Knowing, Blessing of the Spellbound 1, Talisman Crafter, Blessing of Abraxas, Codex
    Recharged: Dilettante, Magic Wooden Armor, Flame Staff, Bestiary of Garund,
    Discard Pile: Turtle, Magical Child,
    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

    Off-turn: discard The Cyclone

    Telessel's turn
    Hour of Abadar

    Move to Sea Caves

    Free explore of #1: Carver
    Cha 6: 1d6 ⇒ 2 Fail - banish

    Discard Compass to explore #2: Call Weapon
    Wis 4: 1d10 + 1 ⇒ (2) + 1 = 3 Fail - banish

    Discard Ylthian to move Crimsi and Telessel to Mangrove Swamp and explore #1: Longsword
    Not even trying - banish

    End turn

    Telessel wrote:

    Hand: Light Crossbow, Longbow, Archer's Bracers, Crow, Blessing of the Ancients 1,

    Displayed: Magic Chain Shirt,
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 2
    Accessory reroll: N
    NOTES:
    Available Support: Weapons, Crow, and Blessing are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shining Wayfinder, Prayer, Gentleman Explorer, Starknife, Blessing of the Elements, Blessing of the Ancients 2, Wendifisa Spear, Studded Leather Armor
    Recharged:
    Discard Pile: The Cyclone, Compass, 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.

    Board Status
    Most Recent BR Refresh
    Lini - Jungle 1-10 remain // 1=Smuggler
    Flenta, Siwar - Tempest Cay CLOSED
    Pinnacle Atoll 1-10 remain
    Crimsi, Telessel - Mangrove Swamp 2-10 remain
    Sea Caves 3-10 remain
    Fringes of the Eye 1-10 remain
    Rocky Cliff 1-10 remain // 1=Brinebrood Queen


    Deck Handler

    Hour: gods

    Staying at Jungle

    Free Explore #1: Smuggler
    Cloud Puff to avoid before you act. Display Shock Lizard
    Combat 9: 1d10 + 1d6 + 4 ⇒ (6) + (1) + 4 = 11
    Success, Smuggler defeated.

    Discard Green Faith, explore card #2: Bloodbug
    Display Fire Gecko
    Combat 9: 1d10 + 1d6 + 4 ⇒ (4) + (4) + 4 = 12
    Success, Bloodbug defeated.

    Recharge Cloud Puff:
    Survival 5: 1d10 + 4 ⇒ (6) + 4 = 10
    Can't fail, Cloud Puff recharged.

    Lini wrote:

    Hand: Droogami, Blessing of the Elements, Crow, Stone Axe +1, Aspect of the Hawk,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 0
    Used Accessory re-roll: N
    NOTES:
    Available Support: Blessing available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Erutaki Coat, Fireblade, Blessing of the Green Faith 2, Vine Leshy, Bag of Sticks
    Recharged: Shock Lizard, Fire Gecko, Cloud Puff, dDiscard Pile: Aspect of the Mouse, Blessing of the Green Faith,
    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
    Lini - Jungle 1-10 remain // 1=Smuggler
    Flenta, Siwar - Tempest Cay CLOSED
    Pinnacle Atoll 1-10 remain
    Crimsi, Telessel - Mangrove Swamp 2-10 remain
    Sea Caves 3-10 remain
    Fringes of the Eye 1-10 remain
    Rocky Cliff 1-10 remain // 1=Brinebrood Queen


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

    Hour of the Gods

    Move Siwar and Flenta to Fringes of the Eye
    Free explore and encounter Swabbing the Decks
    Charming. Recharge Telessel's Blessing of the Ancients

    Fortitude Diplomacy 7+3: 1d12 + 4 + 1d12 ⇒ (1) + 4 + (9) = 14 Banished!

    Siwar continues the unending task of keeping the ship clean.

    Siwar wrote:

    Hand: Chronicler, Blessing of the Spellbound 2, Pharasma's Knowing, Pyrotechnic Blast, Blessing of Abraxas, Sphere of Fire,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Fringes of the Eye
    Hero Points: 1
    Product Reroll: Unused
    NOTES:
    Available Support: Blessings Available
    Movement: Keep me with the crew unless it's giving me a rough start of turn power
    Other: Recharge freely for d4s in hand order. (Allies reload)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Apprentice, Blessing of the Spellbound 1, Cure, Talisman Crafter, Codex, Fire Snake
    Recharged: Dilettante, Magic Wooden Armor, Flame Staff, Bestiary of Garund,
    Discard Pile: Turtle, Magical Child,
    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 Telessel: Recharged Blessing of the Ancients 1

    Lini - Jungle 1-8 remain
    Tempest Cay CLOSED
    Pinnacle Atoll 1-10 remain
    Crimsi, Telessel - Mangrove Swamp 1-9 remain
    Sea Caves 1-8 remain
    Flenta, Siwar - Fringes of the Eye 1-9 remain
    Rocky Cliff 1-10 remain // 1=Brinebrood Queen


    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.

    The difficulty of checks to defeat banes that have the Animal trait is increased by 4.

    Additional Rules: Story Banes

    Villain: Brinebrood Queen
    Henchmen (Closing): Botfly Swarms

    Brinebrood Queen:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 13
    The Brinebrood Queen may not be evaded. Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location. If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen

    The Whale:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 11
    The Whale may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or discard the top 1d4 cards of the blessings deck.
    "Mmmm, fresh meat! You're a small enough morsel, but if I swallow enough of youse, you'll make a nice mid-morning snack!" --The Whale

    Botfly Swarm:

    Henchman
    Type: Monster
    Traits: Animal Swarm
    To Defeat: Combat 12 OR Wisdom Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it. If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one. If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk:

    Henchman
    Type: Monster
    Traits: Dragon Aquatic
    To Defeat: Combat 30
    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.

    Scenario Level (#): 1

    Turn: 7, Flenta/Hawkmoon

    Random Cards:

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

    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:
    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:
    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:
    Merfolk
    SS
    Monster C
    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.

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

    Weapons
    Spoiler:
    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:
    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:
    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:
    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:
    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:
    Inflict
    SS
    Spell C
    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:
    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:
    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:
    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:
    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.

    Armors
    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:
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    Deckhand
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 1 Crimsi/Gimry
    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 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 2 Telessel/Iceman91
    Blessing of Sivanah
    SS
    Blessing C
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Lini/Noasarc:
    Spoiler:
    Hourglass Card 3 Lini/Noasarc
    Blessing of 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 8 Lini/Noasarc:
    Spoiler:
    Hourglass Card 8 Lini/Noasarc
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 9 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 9 Siwar/NathanDavis
    Blessing of 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 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 10 Flenta/Hawkmoon
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 11 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 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 C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 16 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 16 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Lini/Noasarc:
    Spoiler:
    Hourglass Card 18 Lini/Noasarc
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 19 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 20 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 20 Flenta/Hawkmoon
    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 21 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 21 Crimsi/Gimry
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 22 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 22 Telessel/Iceman91
    Blessing of 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 23 Lini/Noasarc:
    Spoiler:
    Hourglass Card 23 Lini/Noasarc
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #1: Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Lini/Noasarc, None

    Jungle Card 1:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
    Jungle 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.
    Jungle Card 3:
    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.
    Jungle Card 4:
    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.
    Jungle Card 5:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Jungle Card 6:
    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.
    Jungle Card 7:
    Carver
    SS
    Ally C
    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.
    Jungle Card 8:
    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.

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

    Location #3: Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Pinnacle Atoll Card 1:
    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_
    Pinnacle Atoll Card 2:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Pinnacle Atoll Card 3:
    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.
    Pinnacle Atoll Card 4:
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Pinnacle Atoll Card 5:
    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.
    Pinnacle Atoll Card 6:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Pinnacle Atoll Card 7:
    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.
    Pinnacle Atoll Card 8:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    Pinnacle Atoll Card 9:
    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.
    Pinnacle Atoll Card 10:
    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.

    Location #4: Mangrove Swamp
    At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
    When Closing: Succeed at a Constitution or Fortitude 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Crimsi/Gimry, Telessel/Iceman91, None
    Mangrove Swamp Card 1:
    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.
    Mangrove Swamp Card 2:
    O-Yoroi
    None
    Armor P
    Traits:
    Heavy Armor
    Owner: Hayato
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 3 to your Diplomacy check.

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

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

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

    Mangrove Swamp Card 3:
    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.
    Mangrove Swamp Card 4:
    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.
    Mangrove Swamp Card 5:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mangrove Swamp Card 6:
    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.
    Mangrove Swamp Card 7:
    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.
    Mangrove Swamp Card 8:
    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.
    Mangrove Swamp Card 9:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.

    Location #5: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sea Caves 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.
    Sea Caves Card 2:
    Treasure Hunt
    SS
    Barrier C
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
    Sea Caves Card 3:
    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.
    Sea Caves Card 4:
    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.
    Sea Caves Card 5:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves Card 6:
    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.
    Sea Caves Card 7:
    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.
    Sea Caves Card 8:
    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.

    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: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: Flenta/Hawkmoon, Siwar/NathanDavis, None
    Fringes of the Eye Card 1:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Fringes of the Eye Card 2:
    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.
    Fringes of the Eye Card 3:
    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.
    Fringes of the Eye Card 4:
    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.
    Fringes of the Eye Card 5:
    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.
    Fringes of the Eye 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.
    Fringes of the Eye Card 7:
    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.
    Fringes of the Eye Card 8:
    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.
    Fringes of the Eye Card 9:
    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.

    Location #7: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Rocky Cliff Card 1 (Brinebrood Queen):
    Brinebrood Queen
    SS
    Villain 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    Mutant
    To Defeat:
    Combat 13
    The Brinebrood Queen may not be evaded.
    Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
    If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen
    Rocky Cliff Card 2:
    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.
    Rocky Cliff Card 3:
    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.
    Rocky Cliff Card 4:
    Bloodcrow Rapier
    None
    Weapon P
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Veteran
    Owner: Jirelle
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.

    Reveal this card to add the Swashbuckling trait to your check to defeat a bane.

    Rocky Cliff Card 5:
    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.
    Rocky Cliff Card 6:
    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.
    Rocky Cliff Card 7:
    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.
    Rocky Cliff Card 8:
    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.
    Rocky Cliff 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.
    Rocky Cliff Card 10:
    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.

    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: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Plunder Pile Card 1:
    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.
    Plunder Pile Card 2:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane
    To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.


    Deck Handler

    Discard Sage's Journal for structural damage earlier.

    Turn 7: The hour is Blessing of the Gods.

    Give Siwar Buoyancy

    Siwar plays Buoyancy and examines: Lookout Duty. I think we'll leave that where it is.

    Free exploration: Botfly Swarm
    Greatclub, Strength, Siwar's song
    Combat 12+4=16: 1d10 + 3 + 1d10 + 1 + 1d10 + 3 + 1d4 ⇒ (5) + 3 + (1) + 1 + (5) + 3 + (2) = 20
    Success
    Defeated
    Random spell recharged for playing Strength: Fear

    Attempting to close...
    Summon: Taking on Water
    Strength 7: 1d10 + 1 + 3 ⇒ (7) + 1 + 3 = 11
    Success
    Defeated
    Closed

    Location gets stuff in it.
    Random barriers: 1d4 ⇒ 4
    Random blessings: 1d4 ⇒ 4

    Staff of Minor Healing on Siward
    Infernal Healing: Discard Standard Bearer to heal Sage's Journal
    New spell recharged for playing Infernal Healing: Black Spot

    Flenta wrote:

    Hand: Warhammer, Spiked Chain +1, Fear, Spiked Half-Plate, Sage's Journal, Blessing of Gorum,

    Displayed: False Life,
    Deck: 11 Discard: 0 Buried: 1
    Current Location: Fringes of the Eye
    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): Lookout, Blessing of Cayden Cailean, Staff of Minor Healing, Greatclub, The Eclipse, Greatsword, Wand of Force Missile, Infernal Healing, Buoyancy, Detect Magic
    Recharged: Black Spot,
    Discard Pile:
    Buried Pile: 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

    Notes for Telessel: Recharged Blessing of the Ancients 1

    Notes for Siwar: Given and Buoyancy. Recharge a card for your power. Healed 1 card.

    Lini - Jungle 1-8 remain
    Tempest Cay CLOSED
    Pinnacle Atoll 1-10 remain
    Crimsi, Telessel - Mangrove Swamp 1-9 remain
    Sea Caves 1-8 remain
    Flenta, Siwar - Fringes of the Eye CLOSED
    Rocky Cliff 1-10 remain // 1=Brinebrood Queen


    Deck Handler

    Random card from closed Fringes of the Eye, first 4 are barriers, 2nd 4 are blessings: 1d8 ⇒ 2
    Barrier
    Man Overboard
    Asking for Siwar's help.
    Dexterity 7: 1d8 + 1d4 ⇒ (6) + (1) = 7
    Success
    Defeated


    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 Sivanah
    Hour Power:No effect.
    Location: Mangrove Swamp
    Location Power:During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
    Adventure Powers:
    Scenario Powers:

  • The difficulty of checks to defeat banes that have the Animal trait is increased by 4.
  • Use the Merchantman as your ship.

    Random Examine: 1d5 ⇒ 2 -> Pinnacle Atoll
    Card 1 - Ghost

    Move to Pinnacle Atoll

    Hirgenzosk: 1d12 ⇒ 6

    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_

    Combat 12: 1d10 + 2 + 1d8 + 1 + 1d8 + 1d6 ⇒ (7) + 2 + (4) + 1 + (3) + (1) = 18

    Roll Details:

    Combat(Ranged) - 1d10+2
    Deathbane Light Crossbow - 1d8+1
    Deathbane Light Crossbow (Undead) - 1d8
    Bow Master - 1d6

    Discard Spider to explore again
    Hirgenzosk: 1d12 ⇒ 6

    Botfly Swarm:

    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Survival 12(8+4): 1d8 + 2 + 1d8 ⇒ (4) + 2 + (7) = 13

    Roll Details:

    Survival - 1d8+2
    Blessed - 1d8

    Discard card from Blessings deck to close
    Stash: 1d6 ⇒ 4 -> Stash Item

    "Crimsi like Mr. T, but not his big slimy friend! Oh look a Ghost, I'll go kill that! Bye Mr. T!"

    "

    Crimsi wrote:

    Hand: Deathbane Light Crossbow, Longbow, Elixer of Healing, Thieves' Tools, Archer,

    Displayed: Chain Shirt,
    Deck: 5 Discard: 5 Buried: 0
    Current Location: Pinnacle Atoll
    Hero Points: 1
    NOTES:
    Available Support:
  • Longbow available for distant combat
    Other: Paizo reroll used for scenario 0-1E?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elixir of Energy Resistance, Spyglass, The Winged Serpent, Heavy Crossbow
    Recharged: Flaming Shortbow,
    Discard Pile: Snake, Compass, Prayer, Spider, The Cyclone,
    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
    Move to Pinnacle Atoll
    Closed Pinnacle Atoll
    Hour is 1 off!
    Stashed an Item Plunder

    "Board Status
    Most Recent BR Refresh
    Hourglass is 1 off
    Stash 1 Item Plunder

    Notes for Telessel: Recharged Blessing of the Ancients 1

    Notes for Siwar: Given and Buoyancy. Recharge 2 cards for your power. Healed 1 card.

    Lini - Jungle 1-8 remain
    CrimsiTempest Cay CLOSED
    Pinnacle Atoll CLOSED
    Crimsi, Telessel - Mangrove Swamp 1-9 remain
    Sea Caves 1-8 remain
    Flenta, Siwar - Fringes of the Eye CLOSED
    Rocky Cliff 1-10 remain // 1=Brinebrood Queen"


  • Deck Handler

    Asking for Siwar's help on Lookout Duty
    Perception 6+1=7: 1d6 + 1d4 ⇒ (5) + (1) = 6
    Reroll the d4
    Perception 7: 5 + 1d4 ⇒ 5 + (2) = 7
    Success
    Defeated

    That would have led to me encountering the Botfly Swarm, since it is a monster. So that should fix everything.


    Deck Handler

    Off-turn: recharge BotA

    Telessel's turn
    Hour of Milani
    Since we discarded Sivanah to close

    Stay at Mangrove Swamp

    Free explore of #1: Boatswain
    Nope

    Discard Crow to explore #2: O-Yoroi
    Trigger Crow
    Con 5: 1d6 + 1d4 ⇒ (3) + (2) = 5 Success

    End turn
    Discard O-Yoroi and Light Crossbow and draw up

    Telessel wrote:

    Hand: Wendifisa Spear, Longbow, Archer's Bracers, Blessing of the Elements, Prayer,

    Displayed: Magic Chain Shirt,
    Deck: 6 Discard: 6 Buried: 0
    Hero Points: 2
    Accessory reroll: N
    NOTES:
    Available Support: Longbow and Blessing are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gentleman Explorer, Studded Leather Armor, Shining Wayfinder, Blessing of the Ancients 2, Starknife
    Recharged: Blessing of the Ancients 1,
    Discard Pile: The Cyclone, Compass, Yelthian, Crow, O-Yoroi, Light Crossbow,
    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
    Hourglass is 1 off
    Stash 1 Item Plunder

    Notes for Siwar: Given and cast Buoyancy. Recharge 2 cards for your power. Healed 1 card.

    Lini - Jungle 1-8 remain
    Tempest Cay CLOSED
    Crimsi - Pinnacle Atoll CLOSED
    Telessel - Mangrove Swamp 3-9 remain
    Sea Caves 1-8 remain
    Flenta, Siwar - Fringes of the Eye CLOSED
    Rocky Cliff 1-10 remain // 1=Brinebrood Queen


    Deck Handler

    Lini has a vision of visiting Pinnacle Atoll but realized it was only a dream.

    Free explore Jungle #1: Hull Damage
    Discard Blessing of the Elements.
    Int 7: 2d8 ⇒ (6, 2) = 8
    Success, defeated.

    Discard Crow, explore Jungle #2: Captain
    Check #1:
    Con 4+1: 1d6 + 1d4 ⇒ (2) + (3) = 5
    Success!
    Check #2:
    Charisma 6+1: 1d8 + 1d4 ⇒ (8) + (2) = 10
    Success, Captain acquired.

    Discard Captain, explore Jungle #3: Topaz of Strength.
    Strength 8: 1d4 ⇒ 2
    No chance, Topaz lost.

    End of turn.

    Lini wrote:

    Hand: Droogami, Fireblade, Blessing of the Elements, Stone Axe +1, Aspect of the Hawk,

    Displayed: Aspect of the Hawk,
    Deck: 8 Discard: 4 Buried: 0
    Hero Points: 0
    Used Accessory re-roll: N
    NOTES:
    Available Support: Blessing available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Erutaki Coat, Bag of Sticks, Vine Leshy, Blessing of the Green Faith 2
    Recharged: Shock Lizard, Fire Gecko, Cloud Puff, dDiscard Pile: Aspect of the Mouse, Blessing of the Green Faith, Crow, Captain,
    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
    Hourglass is 1 off
    Stash 1 Item Plunder

    Notes for Siwar: Given and cast Buoyancy. Recharge 2 cards for your power. Healed 1 card.

    Lini - Jungle 1-8 remain
    Tempest Cay CLOSED
    Crimsi - Pinnacle Atoll CLOSED
    Telessel - Mangrove Swamp 3-9 remain
    Sea Caves 1-8 remain
    Flenta, Siwar - Fringes of the Eye CLOSED
    Rocky Cliff 1-10 remain // 1=Brinebrood Queen


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

    Off turn: Receive and Banish to Recovery Buoyancy. Reload Chronicler and recharge Blessing of the Spellbound 2 and Pharasma's Knowing. Then Heal Turtle
    Siwar attempts to recover all cards in her Recovery pile.
    Buoyancy: Arcane 5: 1d12 + 2 ⇒ (12) + 2 = 14 -> Buoyancy recharged.

    Hour of the Gods

    Give Card to Flenta: Blessing of Abraxas


    Move to Sea Caves
    Free explore and encounter Blessing of the Gods
    Automatically acquired!


    Discard Blessing of the Gods to explore and encounter Treasure Hunt
    Charming.

    Knowledge Diplomacy 7+1: 1d12 + 4 ⇒ (5) + 4 = 9 Draw Teapot
    Everyone gets a try at Treasure Hunt!

    Treasure Hunt:

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

    The sailors on the Sea Chanty had also mentioned rumors of treasure with in nearby caves. Satisfied in her good days she led her crew to the caves, and found a very special treasure indeed... a tea set! Siwar settles in for some refined sipping.

    Siwar wrote:

    Hand: Pyrotechnic Blast, Talisman Crafter, Teapot, Dilettante, Codex, Sphere of Fire,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Sea Caves
    Hero Points: 1
    Product Reroll: Unused
    NOTES:
    Available Support: Teapot: Local 1d6 Diplomacy or Perception
    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): Magic Wooden Armor, Blessing of the Spellbound 1, Fire Snake, Flame Staff, Cure, Turtle, Bestiary of Garund, Pharasma's Knowing, Blessing of the Spellbound 2, Apprentice, Chronicler
    Recharged: Buoyancy,
    Discard Pile: Blessing of the Gods, Magical Child,
    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: Given Blessing of Abraxas
    Treasure Hunt

    Notes for Crimsi: Treasure Hunt
    Notes for Telessel: Treasure Hunt
    Notes for Lini: Treasure Hunt

    Lini - Jungle 1-5 remain
    Tempest Cay CLOSED
    Crimsi - Pinnacle Atoll CLOSED
    Telessel - Mangrove Swamp 1-7 remain
    Siwar - Sea Caves 1-6 remain
    Flenta - Fringes of the Eye CLOSED 1-7 remain // 4 Blessings, 3 Barriers
    Rocky Cliff 1-10 remain // 1=Brinebrood Queen


    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.

    The difficulty of checks to defeat banes that have the Animal trait is increased by 4.

    Additional Rules: Story Banes

    Villain: Brinebrood Queen
    Henchmen (Closing): Botfly Swarms

    Brinebrood Queen:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 13
    The Brinebrood Queen may not be evaded. Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location. If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen

    The Whale:

    Villain
    Type: Monster
    Traits: Aberration Goblin Aquatic Mutant
    To Defeat: Combat 11
    The Whale may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or discard the top 1d4 cards of the blessings deck.
    "Mmmm, fresh meat! You're a small enough morsel, but if I swallow enough of youse, you'll make a nice mid-morning snack!" --The Whale

    Botfly Swarm:

    Henchman
    Type: Monster
    Traits: Animal Swarm
    To Defeat: Combat 12 OR Wisdom Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it. If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one. If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk:

    Henchman
    Type: Monster
    Traits: Dragon Aquatic
    To Defeat: Combat 30
    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.

    Scenario Level (#): 1

    Turn: 12, Flenta/Hawkmoon

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

    Spoiler:
    Giant 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:
    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 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.

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

    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:
    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:
    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:
    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:
    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:
    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.

    Spells
    Spoiler:
    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.

    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:
    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.

    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:
    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.

    Armors
    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:
    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:
    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:
    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:
    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:
    Footpad's Boots
    None
    Item P
    Traits:
    Clothing
    Owner: Merisiel
    To Acquire:
    Dexterity
    Acrobatics
    Stealth 7
    Recharge this card to add 1 die to your Stealth or Acrobatics check.

    Discard this card to add an item from your discard pile to your hand.


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

    Spoiler:
    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:
    Swab
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    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:
    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:
    Splendiferous Hat
    None
    Ally P
    Traits:
    Accessory
    Owner: Balazar
    To Acquire:
    Intelligence
    Arcane 8
    Recharge this card to add 1d6 to your Intelligence or Knowledge check.

    Discard this card to explore your location. The difficulty of your Diplomacy checks during this exploration is increased by 2.


    Spoiler:
    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.

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

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 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.

    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: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 1 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 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 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 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 the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore 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 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 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 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 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 Milani
    SS
    Blessing C
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 12 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 13 Lini/Noasarc:
    Spoiler:
    Hourglass Card 13 Lini/Noasarc
    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 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 14 Siwar/NathanDavis
    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 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 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 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.

    Location #1: Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Lini/Noasarc, None

    Jungle 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.
    Jungle Card 2:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Jungle Card 3:
    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.
    Jungle Card 4:
    Carver
    SS
    Ally C
    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.
    Jungle Card 5:
    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.

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

    Location #3: Pinnacle Atoll
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Crimsi/Gimry, None

    Location #4: Mangrove Swamp
    At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
    When Closing: Succeed at a Constitution or Fortitude 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Telessel/Iceman91, None

    Mangrove Swamp Card 1:
    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.
    Mangrove Swamp Card 2:
    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.
    Mangrove Swamp Card 3:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mangrove Swamp Card 4:
    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.
    Mangrove Swamp 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.
    Mangrove Swamp Card 6:
    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.
    Mangrove Swamp Card 7:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.

    Location #5: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Siwar/NathanDavis, None
    Sea Caves Card 1:
    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.
    Sea Caves Card 2:
    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.
    Sea Caves Card 3:
    Botfly Swarm
    SS
    Henchman 1
    Type: Monster
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 12
    OR Wisdom
    Survival 8
    The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
    If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sea Caves Card 4:
    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.
    Sea Caves Card 5:
    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.
    Sea Caves Card 6:
    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.

    Location #6: Fringes of the Eye
    Closed
    At This Location: The difficulty of checks to defeat barriers is increased by 3.
    When Permanently Closed: .
    M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: Flenta/Hawkmoon, None
    Fringes of the Eye Card 1:
    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.
    Fringes of the Eye Card 2:
    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.
    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:
    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.
    Fringes of the Eye Card 5:
    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.
    Fringes of the Eye Card 6:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
    Fringes of the Eye Card 7:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Location #7: Rocky Cliff
    At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
    When Closing: Banish a boon.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Rocky Cliff Card 1 (Brinebrood Queen):
    Brinebrood Queen
    SS
    Villain 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    Mutant
    To Defeat:
    Combat 13
    The Brinebrood Queen may not be evaded.
    Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
    If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.
    "More food for my precious baby!" --The Brinebrood Queen
    Rocky Cliff Card 2:
    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.
    Rocky Cliff Card 3:
    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.
    Rocky Cliff Card 4:
    Bloodcrow Rapier
    None
    Weapon P
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Veteran
    Owner: Jirelle
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.

    Reveal this card to add the Swashbuckling trait to your check to defeat a bane.

    Rocky Cliff Card 5:
    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.
    Rocky Cliff Card 6:
    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.
    Rocky Cliff Card 7:
    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.
    Rocky Cliff Card 8:
    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.
    Rocky Cliff 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.
    Rocky Cliff Card 10:
    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.

    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: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Plunder Pile Card 1:
    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.
    Plunder Pile Card 2:
    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.
    Plunder Pile Card 3:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane
    To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.


    Deck Handler

    Received Blessing of Abraxas

    Treasure Hunt
    Knowledge 7+1=8: 1d8 + 2 ⇒ (4) + 2 = 6
    Failed
    No treasure for me.

    Turn 12: The hour is Blessing of the Gods

    Move to Rocky Cliff

    Free exploration: Brinebrood Queen
    Pause for guarding


    Deck Handler

    Treasure Hunt:
    Knowledge 7+1: 1d8 + 2 ⇒ (1) + 2 = 3

    Jungle temp close check:
    Survival 5+1: 1d10 + 4 ⇒ (7) + 4 = 11
    Success, temp closed!


    Deck Handler

    Treasure Hunt:
    Cunning
    Knowledge 7+#=8: 1d4 + 1d8 ⇒ (4) + (7) = 11 Success - draw Ring of the Beasts

    Guard Mangrove Swamp
    Discard Prayer
    Con 6: 1d6 + 1d6 ⇒ (3) + (1) = 4 Reroll the 1
    Con 6: 3 + 1d6 ⇒ 3 + (4) = 7 Guarded


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

    Before Flenta encounters the Queen, display Talisman Crafter and draw (from acg site) and display Potion of Heroism. Display it and discard Talisman Crafter

    Summoning Aquatic Monster from ACG Site: Crab Swarm

    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.

    Display then banish to recovery Sphere of Fire. Potion of Heroism
    Combat 8: 1d12 + 2 + 2d6 + 1d6 ⇒ (1) + 2 + (1, 5) + (5) = 14
    Forced reroll
    Combat 8: 1d12 + 2 + 2d6 + 1d6 ⇒ (10) + 2 + (1, 4) + (1) = 18

    Closed!


    Deck Handler

    ....Resuming.....

    Summon and encounter the Whale
    Warhammer, Sage's Journal, Blessing of Abraxas, 1 Longbow
    Combat 11: 1d10 + 3 + 1d8 + 1d4 + 1d10 + 1d8 ⇒ (9) + 3 + (8) + (4) + (3) + (1) = 28
    Success
    Defeated: 1 Acid Damage. Discard Fear

    Brinebrood Queen herself
    Spiked Chain +1, Sage's Journal (bury), Blessing of Gorum, Longbow, Spiked Half-Plate
    Combat 13: 1d10 + 3 + 2d4 + 1 + 1d6 + 1d8 + 2 + 2d10 + 1d8 + 1d4 ⇒ (2) + 3 + (1, 4) + 1 + (1) + (6) + 2 + (4, 9) + (8) + (3) = 44
    Success
    Defeated
    Can't escape
    We win


    0-1E: NATURE’S WRATH
    Development:
    You’re heroic. You’re dangerous. You’re deadlier than the Brinebrood Queen, and more importantly, you’re a threat to any pirate who would sail in the same waters as you. Captain Redclaw’s crew has been whispering about the reason for this dangerous voyage: they’ve sailed south in search of treasure. Your uneasy truce can only hold for so long. After your lengthy voyage, it’s only a matter of time before you can reach port, find provisions, and plan out your next expedition, but when that happens, you’ll still be surrounded by scoundrels. Some might be willing to sign up with your crew, but others may see you as competition. Jemma Redclaw brought you here, but watch your back. If you get in her way, she may decide to take you out.

    Rewards:

    Scenario: Each character chooses item or armor and draws a card of that type from the box.

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

    Upgrades:
    Lookout (Ally C)
    Captain (Ally B)
    Turtle (Ally C)
    Magic Wooden Armor (Armor 1)
    O-Yoroi (Armor 1)
    Blessing of the Gods (Blessing B)
    Rum Bottle (Item B)
    Pearl of Wisdom (Item B)
    Teapot (Item 1)
    Ring of the Beasts (Item 1)
    Fear (Spell B)
    Black Spot (Spell B)
    Vomit Twin (Spell 1)
    Buoyancy (Spell B)
    Buoyancy (Spell C)

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


    0-1F: THE TREASURE OF JEMMA REDCLAW

    Land ho! You unknowingly set sail with a gathering of scoundrels and knaves, but an uneasy truce has allowed you to survive long enough to reach Drenchport on the shores of Tempest Cay. Now your fortunes have turned: you’re not only free to disembark here, but you have the chance to recruit your own crew and set sail on your own ship!

    Your life could be smooth sailing, but only if you can leave your past behind you. The captain of your former ship doesn’t like competition. Rumors have been spreading of a treasure hidden on this island, and no doubt she wants to make sure that rumor doesn’t spread. The captain might think you’re out to steal her crew, her ship, or worse, the reason she sailed back to the Shackles: her plunder. Of course, it’s entirely possible that other buccaneers have heard the rumor and started searching as well. Redclaw isn’t the only pirate in Drenchport… so gather a crew and set sail before you draw too much attention to yourself.

    Starting Plunder: 1d6 ⇒ 2 Spell

    Setup
    When you would add villains and henchmen to location decks, set Jemma Redclaw aside. Make a stack of Master Scourge, Mister Plugg, and 2 fewer henchmen than you have locations. Shuffle this stack and put a card on top of each location deck, then shuffle each location deck.
    To create the blessings deck, shuffle together 10 random blessings from the box to make a stack, put Jemma Redclaw on top of that stack, then shuffle 19 more blessings together and add them to the top of the stack.

    During This Scenario:
    Use Merchantman as your Ship

    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.

    When you would defeat Master Scourge or Mister Plugg, display him next to this sheet. If he would escape, shuffle him into the location deck he came from instead.

    During this scenario, the difficulty to defeat Jemma Redclaw is increased by 10. For each villain displayed next to thissheet, the difficulty to defeat Jemma Redclaw is reduced by 5.

    When you would discard Jemma Redclaw from the blessings deck, display her next to your character card and encounter her. If Jemma Redclaw is undefeated, discard a card from the blessings deck then return her facedown to the top of the blessings deck.

    To win the scenario, defeat Jemma Redclaw.

    Story Banes

    Villains: Jemma Redclaw, Master Scourge, Mister Plugg
    Henchmen (Closing): Aretta Bansion, Fipps Chumlett, Jaundiced Jape, Maheem, Owlbear Hartshorn

    Jemma Redclaw:

    Villain
    Type: Monster
    Traits: Human Captain Pirate
    To Defeat: Combat 11
    Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship. If undefeated, bury the bottom 1d4 cards of your deck.
    "She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart

    Master Scourge:

    Villain
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 12
    Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded. After you act, Master Scourge deals 1 Poison damage to you.
    "On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"

    Mister Plugg:

    Villain
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 14
    Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded. After you act, bury a card.
    "Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo

    Aretta Bansion:

    Henchman
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 8
    If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close this location.

    Fipps Chumlett:

    Henchman
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 8
    If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.

    Jaundiced Jape:

    Henchman
    Type: Monster
    Traits: Half-Orc Pirate
    To Defeat: Combat 8
    If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.

    Maheem:

    Henchman
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 8
    If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.

    Owlbear Hartshorn:

    Henchman
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 10
    If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait. If defeated, you may immediately attempt to close the location this henchman came from.


    During This Adventure:

    During This Scenario: Setup
    When you would add villains and henchmen to location decks, set Jemma Redclaw aside. Make a stack of Master Scourge, Mister Plugg, and 2 fewer henchmen than you have locations. Shuffle this stack and put a card on top of each location deck, then shuffle each location deck.
    To create the blessings deck, shuffle together 10 random blessings from the box to make a stack, put Jemma Redclaw on top of that stack, then shuffle 19 more blessings together and add them to the top of the stack.

    During This Scenario:
    Use Merchantman as your Ship

    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.

    When you would defeat Master Scourge or Mister Plugg, display him next to this sheet. If he would escape, shuffle him into the location deck he came from instead.

    During this scenario, the difficulty to defeat Jemma Redclaw is increased by 10. For each villain displayed next to thissheet, the difficulty to defeat Jemma Redclaw is reduced by 5.

    When you would discard Jemma Redclaw from the blessings deck, display her next to your character card and encounter her. If Jemma Redclaw is undefeated, discard a card from the blessings deck then return her facedown to the top of the blessings deck.

    To win the scenario, defeat Jemma Redclaw.

    Additional Rules: Story Banes

    Villains: Jemma Redclaw, Master Scourge, Mister Plugg
    Henchmen (Closing): Aretta Bansion, Fipps Chumlett, Jaundiced Jape, Maheem, Owlbear Hartshorn

    Jemma Redclaw:

    Villain
    Type: Monster
    Traits: Human Captain Pirate
    To Defeat: Combat 11
    Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship. If undefeated, bury the bottom 1d4 cards of your deck.
    "She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart

    Master Scourge:

    Villain
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 12
    Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded. After you act, Master Scourge deals 1 Poison damage to you.
    "On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"

    Mister Plugg:

    Villain
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 14
    Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded. After you act, bury a card.
    "Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo

    Aretta Bansion:

    Henchman
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 8
    If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close this location.

    Fipps Chumlett:

    Henchman
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 8
    If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.

    Jaundiced Jape:

    Henchman
    Type: Monster
    Traits: Half-Orc Pirate
    To Defeat: Combat 8
    If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.

    Maheem:

    Henchman
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 8
    If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it. If defeated, you may immediately attempt to close the location this henchman came from.

    Owlbear Hartshorn:

    Henchman
    Type: Monster
    Traits: Human Pirate
    To Defeat: Combat 10
    If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait. If defeated, you may immediately attempt to close the location this henchman came from.

    Ruffian:

    SS Henchman B
    Type: Monster
    Traits: Human Pirate Veteran
    To Defeat: Combat 7
    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.

    Buccaneer:

    Henchman
    Type: Monster
    Traits: Human Pirate Veteran
    To Defeat: Combat 8
    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.

    Scenario Level (#): 1

    Turn: 1, Crimsi/Gimry

    Random Cards:

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

    Spoiler:
    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:
    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:
    Water Elemental
    SS
    Monster C
    Traits:
    Elemental
    Aquatic
    Basic
    To Defeat:
    Combat 12
    The Water Elemental is immune to the Mental and Poison traits.
    If undefeated, move to a random other location.

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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.

    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:
    Shoanti Earthbreaker
    None
    Weapon P
    Traits:
    Hammer
    Melee
    Bludgeoning
    2-Handed
    Owner: Crowe
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add another 1d6, or 2d6 if the bane has the Construct trait. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    Frostbite
    SS
    Spell B
    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:
    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.

    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:
    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:
    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:
    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 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:
    Alchemy Lab
    None
    Item P
    Traits:
    Accessory
    Owner: Damiel
    To Acquire:
    Intelligence
    Craft 10
    Bury this card to add a random item that has the Alchemical trait from the box to your hand.

    Spoiler:
    Potion of 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:
    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:
    Amulet of Life
    SS
    Item B
    Traits:
    Accessory
    Magic
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

    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.


    Allies
    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:
    Swab
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
    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


    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.

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

    Spoiler:
    Blessing of Milani
    SS
    Blessing 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.

    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 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:

    Blessing of Achaekek:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 1 Telessel/Iceman91
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Lini/Noasarc:
    Spoiler:
    Hourglass Card 2 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 3 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 3 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 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 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 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 6 Telessel/Iceman91
    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 7 Lini/Noasarc:
    Spoiler:
    Hourglass Card 7 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 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 Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 10 Crimsi/Gimry
    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 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 Gorum
    SS
    Blessing B
    Traits:
    Divine
    Gorum
    To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 14 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 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 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 17 Lini/Noasarc:
    Spoiler:
    Hourglass Card 17 Lini/Noasarc
    Blessing of Zogmugot
    SS
    Blessing P
    Traits:
    Divine
    Zogmugot
    To Acquire:
    Dexterity
    Stealth
    Divine 5
    Discard this card to add 1 die to any check.
    Bury this card to choose a card from another character's discard pile and add it to your hand.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
    Hourglass Card 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
    Jemma Redclaw
    SS
    Villain B
    Type: Monster
    Traits:
    Human
    Captain
    Pirate
    To Defeat:
    Combat 11
    Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship.
    If undefeated, bury the bottom 1d4 cards of your deck.
    "She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
    Hourglass Card 20 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 20 Crimsi/Gimry
    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.
    Hourglass Card 21 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 21 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 22 Lini/Noasarc:
    Spoiler:
    Hourglass Card 22 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 23 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 23 Siwar/NathanDavis
    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 24 Flenta/Hawkmoon:
    Spoiler:
    Hourglass Card 24 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 25 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 25 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 26 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 26 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 27 Lini/Noasarc:
    Spoiler:
    Hourglass Card 27 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 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 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.

    Location #1: Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Tower Card 1:
    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.
    Tower Card 2:
    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.
    Tower Card 3:
    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.
    Tower Card 4:
    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.
    Tower Card 5:
    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.
    Tower Card 6:
    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.
    Tower Card 7:
    Shackled Sorcerer
    SS
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
    After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
    Tower Card 8:
    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.
    Tower Card 9:
    Master Scourge
    SS
    Villain 1
    Type: Monster
    Traits:
    Human
    Pirate
    To Defeat:
    Combat 12
    Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded.
    After you act, Master Scourge deals 1 Poison damage to you.
    "On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"
    Tower Card 10:
    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.

    Location #2: Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Merchant Marina Card 1:
    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.
    Merchant Marina Card 2:
    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.
    Merchant Marina Card 3:
    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.
    Merchant Marina Card 4:
    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.
    Merchant Marina Card 5:
    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.
    Merchant Marina Card 6:
    Potion of Lucubration
    SS
    Item C
    Traits:
    Liquid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location to succeed at a Craft check.
    Merchant Marina Card 7:
    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.
    Merchant Marina Card 8:
    Aretta Bansion
    SS
    Henchman 1
    Type: Monster
    Traits:
    Human
    Pirate
    To Defeat:
    Combat 8
    If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it.
    If defeated, you may immediately attempt to close this location.
    Merchant Marina Card 9:
    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.
    Merchant Marina Card 10:
    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.


    Location #3: Docks
    At This Location: After you explore, you may recharge an ally to immediately explore again.
    When Closing: Bury an ally.
    When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Docks Card 1:
    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_
    Docks Card 2:
    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.
    Docks Card 3:
    Mister Plugg
    SS
    Villain 1
    Type: Monster
    Traits:
    Human
    Pirate
    To Defeat:
    Combat 14
    Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded.
    After you act, bury a card.
    "Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
    Docks Card 4:
    Shinobi Shozoku
    None
    Armor P
    Traits:
    Light Armor
    Owner: Reiko
    To Acquire:
    Constitution
    Fortitude 7
    When you acquire this card, you may draw a card.

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

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

    Docks Card 5:
    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.
    Docks Card 6:
    Vine Choker
    SS
    Monster 1
    Traits:
    Aberration
    Plant
    Elite
    To Defeat:
    Combat 10
    The Vine Choker is immune to the Mental and Poison traits.
    Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
    If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
    Docks Card 7:
    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.
    Docks Card 8:
    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.
    Docks Card 9:
    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.
    Docks Card 10:
    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.

    Location #4: Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Festhall Card 1:
    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.
    Festhall Card 2:
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Festhall Card 3:
    Owlbear Hartshorn
    SS
    Henchman 1
    Type: Monster
    Traits:
    Human
    Pirate
    To Defeat:
    Combat 10
    If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Festhall Card 4:
    Comozant Wyrd
    SS
    Monster C
    Traits:
    Outsider
    Elemental
    Incorporeal
    Elite
    To Defeat:
    Combat 10
    The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
    If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.
    Festhall Card 5:
    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.
    Festhall Card 6:
    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.
    Festhall Card 7:
    Master-at-Arms
    SS
    Ally B
    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.
    Festhall Card 8:
    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.
    Festhall Card 9:
    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.
    Festhall Card 10:
    Ruby of Charisma
    SS
    Item B
    Traits:
    Object
    Magic
    To Acquire:
    Charisma 7
    Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

    Location #5: Alehouse
    At This Location: When you acquire an ally, you may recharge it and draw a card.
    When Closing: Summon and defeat the henchman Ruffian.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None
    Alehouse Card 1:
    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.
    Alehouse Card 2:
    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.
    Alehouse Card 3:
    Fipps Chumlett
    SS
    Henchman 1
    Type: Monster
    Traits:
    Human
    Pirate
    To Defeat:
    Combat 8
    If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Alehouse Card 4:
    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.
    Alehouse Card 5:
    Splendiferous Hat
    None
    Ally P
    Traits:
    Accessory
    Owner: Balazar
    To Acquire:
    Intelligence
    Arcane 8
    Recharge this card to add 1d6 to your Intelligence or Knowledge check.

    Discard this card to explore your location. The difficulty of your Diplomacy checks during this exploration is increased by 2.

    Alehouse Card 6:
    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.
    Alehouse Card 7:
    Merfolk
    SS
    Monster C
    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.
    Alehouse Card 8:
    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.
    Alehouse Card 9:
    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.

    Alehouse Card 10:
    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.

    Location #6: Harbor
    At This Location: When you acquire a boon, any 1 character may move to another location.
    When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
    When Permanently Closed: On closing, you may give a card to a character at another location.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Harbor Card 1:
    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.
    Harbor Card 2:
    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.
    Harbor Card 3:
    Goblin Buckler Gun
    SS
    Armor P
    Traits:
    Shield
    Firearm
    To Acquire:
    Dexterity
    Ranged 9
    THEN Constitution
    Fortitude 9
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
    Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    Harbor Card 4:
    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.
    Harbor Card 5:
    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.
    Harbor Card 6:
    Maheem
    SS
    Henchman 1
    Type: Monster
    Traits:
    Human
    Pirate
    To Defeat:
    Combat 8
    If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Harbor Card 7:
    Conch Shell
    SS
    Item B
    Traits:
    Object
    Aquatic
    Basic
    To Acquire:
    Wisdom
    Perception 5
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
    Harbor Card 8:
    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.
    Harbor Card 9:
    Ritual Censer
    None
    Item P
    Traits:
    Object
    Magic
    Divine
    Owner: Shardra
    To Acquire:
    Wisdom
    Divine 8
    Display this card. While displayed, add 1d6 to your check against a spell or any check to close your location. At the end of your turn, recharge this card.
    Harbor Card 10:
    Drowning Spikes Trap
    SS
    Barrier 1
    Traits:
    Trap
    Aquatic
    To Defeat:
    Dexterity
    Disable 7
    If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

    Location #7: House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: None
    House of Stolen Kisses Card 1:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
    House of Stolen Kisses Card 2:
    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_
    House of Stolen Kisses Card 3:
    Barroom Brawl
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Melee
    Dexterity 5
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
    House of Stolen Kisses Card 4:
    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.
    House of Stolen Kisses Card 5:
    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.
    House of Stolen Kisses Card 6:
    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.
    House of Stolen Kisses Card 7:
    Master-at-Arms
    SS
    Ally B
    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.
    House of Stolen Kisses Card 8:
    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.
    House of Stolen Kisses Card 9:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane
    To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.
    House of Stolen Kisses Card 10:
    Jaundiced Jape
    SS
    Henchman 1
    Type: Monster
    Traits:
    Half-Orc
    Pirate
    To Defeat:
    Combat 8
    If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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:
    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.


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

    Starting with Crimsi

    Siwar wrote:

    Hand: Talisman Crafter, Blessing of the Spellbound 1, Chronicler, Codex, Fire Snake, Sphere of Fire,

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

    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, Dilettante, Blessing of Abraxas, Pyrotechnic Blast, Blessing of the Spellbound 2, Magical Child, Binder's Tome, Apprentice, Pharasma's Knowing, Flame Staff
    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 Docks.

    Lini wrote:

    Hand: Aspect of the Mouse, Aspect of the Hawk, Erutaki Coat, Droogami, Vine Leshy,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    Used Accessory re-roll: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith, Stone Axe +1, Crow, Fire Gecko, Blessing of the Green Faith 2, Blessing of the Elements, Bag of Sticks, Shock Lizard, Fireblade, Cloud Puff
    Recharged: dDiscard 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

    Join Lini at the Docks

    .

    Telessel wrote:

    Hand: Longbow, Wendifisa Spear, Archer's Bracers, The Cyclone, Blessing of the Elements, Yelthian,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 3
    Accessory reroll: N
    NOTES:
    Available Support: Longbow and Blessings are available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients 2, Gentleman Explorer, Compass, Crow, Starknife, Light Crossbow, Magic Chain Shirt, Blessing of the Ancients 1, Armor of Insults, Shining Wayfinder, Prayer
    Recharged:
    Discard Pile:
    Buried Pile:

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

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


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

    Start at docks with the Group

    "

    Crimsi wrote:

    Hand: Heavy Crossbow, Longbow, Compass, Spider, The Winged Serpent,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Docks
    Hero Points: 2
    NOTES:
    Available Support:
  • Longbow available for distant combat
    Other: Paizo reroll used for scenario 0-1F?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elixir of Energy Resistance, Spyglass, Deathbane Light Crossbow, The Carnival, Flaming Shortbow, Thieves' Tools, Elixer of Healing, Chain Shirt, The Cyclone, Snake, 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).

    "

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