[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 0-6C: The Monster Marsh on Mistmourn

RULES: SHIPS:

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

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

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

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

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

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

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

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

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

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

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

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


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

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

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

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


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

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

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

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


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

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

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

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


    5) Truewind
    Spoiler:
    Ship B
    Class 1

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

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

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


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

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

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

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


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

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

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

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


    8) Dominator
    Spoiler:
    Ship B
    Class 6

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

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

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


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

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

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

    Check to Repair
    Strength
    4

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


    10) Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

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

    Check to Repair
    Craft
    7

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


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

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

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

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

    Check to Repair
    Craft 6

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


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

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

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

    Check to Repair
    Craft
    6

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


    13) Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


    14) Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

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

    Check to Repair
    Craft
    6

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


    16) Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

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

    Check to Repair
    Craft
    6

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


    17) Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

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

    Check to Repair
    Craft
    7

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


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

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

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

    Check to Repair
    Craft
    8

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


    20) Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

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

    Check to Repair
    Craft
    7

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


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

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    12

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

    Check to Repair
    Craft
    6

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


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

    Check to Defeat
    Intelligence
    Arcane
    Craft
    6
    OR
    Wisdom
    Survival
    12

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

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

    Check to Repair
    Arcane
    Craft
    6

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


Summoned Henchmen:

The Ancient Mariner
Spoiler:

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

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

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


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

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


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

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


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

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


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

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


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

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


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

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


Scurvy Zombie
Spoiler:

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

Sea Devil
Spoiler:

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

Shipwreck
Spoiler:

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


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During This Adventure:

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

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

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

To win the scenario, close all locations.

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

Defeated Pile: 0

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

Enemy Ship:

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

Hammerhead Shark:

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

Scenario Level (#): 6

Turn: 13, Flenta/Hawkmoon

Random Cards:

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

Spoiler:
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:
Sargassum Fiend
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

Spoiler:
Gargoyle Sniper
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

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

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

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

Spoiler:
Phantom Fog
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.

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:
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.

Weapons
Spoiler:
Grayflame Mace +2
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

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

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

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

Spoiler:
Sword Cane Pistol +2
SS
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Spoiler:
Seer's Headdress
IH3
Item P
Traits:
Accessory
Owner: Alahazra
To Acquire:
Wisdom 6
When you examine the top card of any deck, recharge this card to examine the bottom card of that deck.

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


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

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

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

Spoiler:
Daji
IH6
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:
Corlan
SS
Ally 3
Traits:
Tengu
Smuggler
To Acquire:
Charisma
Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.

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

Spoiler:
Blessing of 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 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.

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.

Current Hour:

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

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Crimsi/Gimry:
Spoiler:
Hourglass Card 1 Crimsi/Gimry
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Telessel/Iceman91:
Spoiler:
Hourglass Card 2 Telessel/Iceman91
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 3 Lini/Noasarc:
Spoiler:
Hourglass Card 3 Lini/Noasarc
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Hourglass Card 4 Siwar/NathanDavis:
Spoiler:
Hourglass Card 4 Siwar/NathanDavis
Blessing of Zogmugot
SS
Blessing P
Traits:
Divine
Zogmugot
To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Hourglass Card 5 Flenta/Hawkmoon:
Spoiler:
Hourglass Card 5 Flenta/Hawkmoon
Blessing of Asmodeus
SS
Blessing 4
Traits:
Divine
Asmodeus
To Acquire:
Charisma
Diplomacy 7
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
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 Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 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 Milani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Crimsi/Gimry:
Spoiler:
Hourglass Card 11 Crimsi/Gimry
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Telessel/Iceman91:
Spoiler:
Hourglass Card 12 Telessel/Iceman91
Blessing of Geryon
SS
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Lini/Noasarc:
Spoiler:
Hourglass Card 13 Lini/Noasarc
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Pinnacle Atoll Card 1:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Pinnacle Atoll Card 2:
Enemy Ship
SS
Henchman C
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Pinnacle Atoll Card 3:
Ambush
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Pinnacle Atoll Card 4:
Biter
IH2
Ally P
Traits:
Animal
Owner: Harsk
To Acquire:
Wisdom
Survival 10
Discard this card on your turn to examine the top card of your location deck. If the examined card is a monster, immediately encounter it; add 1d6 to your checks to defeat it.
"Ow! Darn it, Biter. Let go!"
-Harsk

Pinnacle Atoll Card 5:
Wizard's Hook
SS
Item 5
Traits:
Accessory
Piercing
Magic
To Acquire:
Arcane
Melee
Divine 10
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
Pinnacle Atoll Card 6 (Sandbar):
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

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

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

Lonely Island Card 1:
Blessing of Gorum
SS
Blessing C
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Lonely Island Card 2:
Keen Rapier +3
SS
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.
Lonely Island Card 3:
Ring of the Sea Strider
SS
Item 5
Traits:
Accessory
Magic
Aquatic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
Lonely Island Card 4:
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Lonely Island Card 5:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Lonely Island Card 6:
Electricity Arc Trap
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Lonely Island Card 7:
Flaming Falcata +3
SS
Weapon 5
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Lonely Island Card 8:
Righteousness
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

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

Location #5: Raker Shoals
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Crimsi/Gimry, Lini/Noasarc, None

Location #6: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Telessel/Iceman91, O-Yoroi

Shark Island Card 1 (Enemy Ship):
Enemy Ship
SS
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Shark Island Card 2 (Shark-Eating Crab):
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.

Location #7: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta's Wormwood
Plunder Pile Card 1:
Animated Shield
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Location #8: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Crimsi's Dowager Queen
Plunder Pile Card 1:
Pearl of Magic
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

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

Location #10: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lini's Truewind
Plunder Pile Card 1:
Tankard
IH1
Item P
Traits:
Object
Owner: Valeros
To Acquire:
Fortitude
Craft 6
Reveal this card to add 1 plus the current adventure deck number, if any, to your non-combat Constitution or Fortitude check.

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

Plunder Pile Card 2:
Holy Feast
SS
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
Plunder Pile Card 3:
Dindreann
SS
Ally 3
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

Location #11: Plunder Pile
At This Location: This is not a location. It is a plunder pile.
When Closing:
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Siwar's Sanbalot
Plunder Pile Card 1:
Divine Fortune
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.


Deck Handler

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

TURN: 13
HOUR: Blessing of Hshurha
WHEN THIS IS THE HOUR: No effect.

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

Display Infernal Healing
Flenta finds another scroll: Web

Free exploration: Blessing of Achaekek
Hirgenzosk?: 1d12 ⇒ 3 No
Ask Flenta for some help.
Craft 5: 1d4 + 1d4 ⇒ (4) + (3) = 7
Success
Acquired

Discard Blessing of Achaekek to explore: Enemy Ship
Hirgenzosk?: 1d12 ⇒ 11 No
Random ship: 1d24 ⇒ 16 Kraken
The Eclipse, ask Telessal for Blessing of Hshurha and Siwar for help
Melee 10+4: 1d10 + 6 + 1d10 + 2d10 + 1d4 ⇒ (2) + 6 + (1) + (5, 1) + (1) = 16
Geez that was awful. Thankfully still a sucess.
Defeated
Attempt to close: Discard a blessing for the blessings deck.
Location closed.
Plunder: 1d6 ⇒ 4
Plunder: Item

I'll go ahead an play Letter of Marque
Allies
Letter of Marque: 1d4 + 1 ⇒ (4) + 1 = 5
5 allies in Pinnacle Atoll
Exploration: Slip (Random Ally 1)
Knowledge 7: 1d8 + 4 ⇒ (8) + 4 = 12
Success
Acquired

Ending my turn.
Infernal Healing: Bury Blessing of Achaekek, Heal Blessing of Besmara
Flenta finds another scroll: Dimension Leap

Flenta wrote:

HAND: Flaming Ranseur +3, Greatclub +3, Enervation, Illuminate, Salvator Scream, Slip

DISPLAYED: Infernal Healing
Deck: 15 | Discards: 2 | Bury Pile: 2
Current Location: Pinnacle Atoll
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Pinnacle Atoll, Shark Island, Raker Shoals, Fringes of the Eye, Lonely Island, Scar Bay


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh
Notes for Flenta: Ship: Wormwood
Notes for Crimsi: Ship: Dowager Queen
Notes for Telessel: Ship: Magpie Princess
Disard Blessing of Hshurha

Notes for Lini: Ship: Truewind
Heal 3

Notes for Siwar: Ship: Sanbalot

Flenta, Siwar - Pinnacle Atoll CLOSED 1-4 remain // Location is 4 random allies
Scar Bay CLOSED
Lonely Island 1-8 remain
Fringes of the Eye 1-9 remain // 1= Enemy Ship 8=Ambush 9=Teleportation Trap
Crimsi. Lini - Raker Shoals CLOSED
Telessel - Shark Island 1, 2 remain // 1=Enemy Ship, 2=Shark-Eating Crab


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 Gozreh
Hour Power:No effect.
Location: Raker Shoals
Location Power:At the start of your turn, your ship is dealt 1 Structural damage.
Adventure Powers:
Scenario Powers:

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

    Start of Turn examine my location: -> Closed
    SoT Examine Location: 1d6 ⇒ 4 -> Fringes of the Eye - Enemy Ship

    Move to Lonely Island

    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.

    Strength 4: 1d6 + 1d4 + 1d4 ⇒ (1) + (3) + (2) = 6

    Roll Details:

    Strength - 1d6
    Belt of Physical Might - 1d4
    Location Power - 1d4

    Discard Gorum to explore again

    Keen Rapier +3:

    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

    Auto Fail this

    EoT Examine My Location: -> Ring of the Sea Strider
    EoT Examine Location: 1d6 ⇒ 6 -> Shark Island - Enemy Ship

    "

    Crimsi wrote:

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

    Displayed: Wyvern Poison, Moon Maiden Armor,
    Deck: 10 Discard: 2 Buried: 1
    Current Location: Lonely Island
    Hero Points: 4
    Used: 0
    NOTES:
    Other: Paizo reroll used: Available

    Deck, Discard, Buried:

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

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

    Favored Card: Bow Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapon
    POWERS:
    At the start (☑ or end) of your turn, you may examine the top card of (☑ your location and) a random location. (☑ Then you may encounter any Bow or Fire cards you examined.)
    For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception.
    On your check that invokes the Bow or Fire trait, add 1d4 (☑ 1d6) (☑ 1d8) .
    ☑ When you would discard a Bow weapon for its power, you may recharge it instead.

    "

    Board Status
    Most Recent BR Refresh
    Notes for Flenta: Ship: Wormwood
    Notes for Crimsi: Ship: Dowager Queen
    Notes for Telessel: Ship: Magpie Princess
    Disard Blessing of Hshurha

    Notes for Lini: Ship: Truewind
    Heal 3

    Notes for Siwar: Ship: Sanbalot

    Flenta, Siwar - Pinnacle Atoll CLOSED 1-4 remain // Location is 4 random allies
    Scar Bay CLOSED
    Crimsi - Lonely Island 3-8 remain
    Fringes of the Eye 1-9 remain // 1= Enemy Ship 8=Ambush 9=Teleportation Trap
    Lini - Raker Shoals CLOSED
    Telessel - Shark Island 1, 2 remain // 1=Enemy Ship, 2=Shark-Eating Crab


  • Deck Handler

    Flenta's turn: recharge Bo Hshurha

    Telessel's turn
    Hour of the Gods (Lini's version, due to Pinnacle Atoll closing)

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

    Move to Pinnacle Atoll

    Free explore of #2: Baby Triceratops
    Ask Crimsi to display Skoan-Quah Boneslayer
    Survival 13: 1d10 + 5 + 1d6 ⇒ (9) + 5 + (6) = 20 Success

    Recharge Boots of Teleportation to move to Lonely Island

    Discard The Twin to explore #3: Ring of the Sea Strider
    Banish

    Discard Hatchetbird to move to Shark Island and explore #1: Enemy Ship
    Ship: 1d24 ⇒ 19: Come What May
    Trigger Boneslayer
    Survival 10: 1d10 + 5 + 1d6 ⇒ (6) + 5 + (4) = 15 Success
    Plunder: 1d6 ⇒ 4 Item

    Close location: Kill another shark
    WPC: No effect

    End turn
    Discard Vindicator and Trike and draw up

    ---

    Telessel sails the Princess through the watery theater and turns more of it into a graveyard. But along the way, she befriends a humongous dinosaur and buries a little treasure on Crimsi's island.

    Telessel wrote:

    Hand: Deathbane Throwing Axe, Belt of Physical Might, Dwarf Allosaurus, Pirate's Favor, Blessing of the Ancients,

    Displayed: Moon Maiden Armor,
    Deck: 9 Discard: 9 Buried: 0
    Hero Points: 3
    Accessory reroll: Y
    NOTES:
    Available Support: Blessings are available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Savored Sting, Compass, Marksman's Bow, Animalbane Crossbow +2, Blessing of Wind and Waves, Impervious Chain Shirt
    Recharged: The Winged Serpent, Blessing of Hshurha, Boots of Teleportation,
    Discard Pile: Yelthian, Shining Wayfinder, Wendifisa Spear, The Cyclone, O-Yoroi, The Twin, Hatchetbird, Vindicator, Baby Triceratops,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6
    Proficiencies:
    Armor, Weapons
    POWERS:
    Hunter: On your check against an Outsider (☑ or Aberration or Animal) (☑ or Elf or Human) bane, add 1d6 (☑ +#).
    Cunning: On your Knowledge or Perception check against a bane (☑ or your check before or after you act), add 1d8.
    Nimble: ☑ You may evade your encounter with a monster
    Deadly: ☑ On your combat check, when you play a weapon, add 2 (▢ 4).

    Board Status
    Most Recent BR Refresh
    Notes for Flenta: Ship: Wormwood
    Notes for Crimsi: Ship: Dowager Queen
    Notes for Telessel: Ship: Magpie Princess
    Notes for Lini: Ship: Truewind
    Heal 3

    Notes for Siwar: Ship: Sanbalot

    Flenta, Siwar - Pinnacle Atoll CLOSED 1-3 remain // Location is 3 random allies
    Scar Bay CLOSED
    Crimsi - Lonely Island 4-8 remain
    Fringes of the Eye 1-9 remain // 1= Enemy Ship 8=Ambush 9=Teleportation Trap
    Lini - Raker Shoals CLOSED
    Telessel - Shark Island CLOSED


    Deck Handler

    Offturn: Lini is healed for 3: (Besmara's Tricorne, Stone Axe +1, Moose). Deck shuffled.

    Hour: Blessing of Zogmugot

    Start of turn.

    No cards in hand, nothing to lose...

    Move to Fringes of the Eye.

    Free Explore card #1: Enemy Ship

    1d24 ⇒ 18 Blood Moon
    Survival 9+2: 1d10 + 6 ⇒ (8) + 6 = 14
    Success! Enemy ship defeated.

    Roll for plunder:
    1d6 ⇒ 4 Item!

    Attempt to close location, summon random barrier: Crawling Cyclops Hands

    Divine 10+3: 1d10 + 5 ⇒ (9) + 5 = 14
    Success, barrier defeated!

    Location closed.

    End of turn.

    After a quick recovery from Siwar, Lini sails over to the Fringes of the Eye where her allies reported seeing an enemy ship. She defeats the Blood Moon and closes off the Fringes.

    Lini wrote:

    Hand: Cure, Eruption, Aspect of the Hawk, Droogami, Moose, Reed Moccasin, Blessing of the Green Faith,

    Displayed:
    Deck: 8 Discard: 11 Buried: 0
    Hero Points: 4
    Used Accessory re-roll: N
    NOTES:
    Available Support: Blessing available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stone Axe +1, Besmara's Tricorne, Blessing of Nivi Rhombodazzle, Archaeopteryx
    Recharged:
    Discard Pile: Angelstep, Druid of the Green Faith, Blessing of the Everbloom, Cloud Puff, Blessing of the gods, Fire Gecko, Vampire Squid, Alkenstar Pistol, Blessing of Chaldira Zuzaristan, Fireblade, Coat of Mist,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    Knowledge: Int +2
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3
    Divine: Wis +2
    Perception: Wis +2
    Survival: Wis +3
    Charisma d8 ☑ +1 ☐ +2 ☐ +3
    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    N/A
    POWERS:
    At the start (☑ or end) of your turn, you may exchange a card in your
    hand for an ally that has the Animal trait in your discard pile.
    For your combat check, you may display an ally that has the Animal trait to use your Survival skill + 1d6 (☐ 2d6)(☐ 3d6). If you succeed at the check, recharge the displayed card; otherwise bury (☐ or discard) it.
    ☐ If a card that has the Animal trait is played on your check, blessings played on that check may add d12 instead of the normal die.
    ☑ You gain the skill Perception: Wisdom +2.
    ☑ When a character at your location encounters a card that has the Animal trait, you may recharge (☑ or reveal) a card to allow that character to evade the encounter (☐ and you may immediately encounter the card.)

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

    Flenta, Siwar - Pinnacle Atoll CLOSED 1-3 remain // Location is 3 random allies
    Scar Bay CLOSED
    Crimsi - Lonely Island 4-8 remain
    Lini - Fringes of the Eye CLOSED
    Raker Shoals CLOSED
    Telessel - Shark Island CLOSED


    Catching up a Plunder for Flenta: 1d6 ⇒ 6 Flenta's Choice

    Fringes of the Eye: WPC
    Barriers: 1d4 ⇒ 4
    Blessings: 1d4 ⇒ 4

    Lini Encounters and automatically acquires Blessing of the Gods


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

    Off turn: Recharge Magnetic Grimoire. Reload Princeling

    Hour of Zogmugot

    Free explore and encounter Enemy Ship

    Ship: 1d24 ⇒ 15 Reroll
    Ship: 1d24 ⇒ 3 Merchantman
    Banish Fire Snake to recovery
    Survival 5+1: 1d12 + 5 ⇒ (3) + 5 = 8 Defeated!
    2 Plunder Rolls
    Plunder: 1d6 ⇒ 2
    Plunder: 1d6 ⇒ 4
    Choose Spell instead of Item

    Banish Cleric of Nethys to close! We win!


    0-6B: The Battle of Abendego
    Development:
    What a battle! While you were devastating a squadron of Chelish vessels, another captain aimed her ship straight at Admiral Thrune herself... and emerged victorious! Seems like the winds are changing. Before long, there might be a change in leadership as well. The Hurricane King could have a rival soon. You’ve got other matters on your mind. Now that the armada’s been defeated, you can return to tracking down the giants mentioned on the bone fragments. The mystery continues!

    Rewards:

    Scenario: Each character chooses weapon or spell and draws a card of that type from the box. That means a bonus upgrade is available

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

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

    Upgrades:
    Slip (Ally 3)
    Baby Triceratops (Ally 6)
    O-Yoroi (Armor 6)
    Blessing of Gorum (Blessing C)
    Blessing of the Gods (Blessing B)
    Blessing of Besmara (Blessing 1)
    Blessing of Achaekek (Blessing B)
    Blessing of the Gods (Blessing B)
    Blessing of Hshurha (Blessing 2)

    Ally 63
    Armor 6
    Blessing 21
    Item -
    Spell -
    Weapon -

    Plunder:

    Flenta:
    Powder Keg (Item 3)
    Animated Shield (Armor 4)

    Crimsi:
    Pearl of Magic (Item 6)

    Telessel:
    Footpad's Boots (Item 6)
    Invigorating Kukri +1 (Weapon 4)

    Lini:
    Tankard (Item 6)
    Holy Feast (Spell 4)
    Dindreann (Ally 3)

    Siwar:
    Seamantle (Spell 5)
    Divine Fortune (Spell 4)


    0-6C: The Monster Marsh

    After piecing together an ancient letter, you set course for an ancient area of the Sodden Lands, where the inhabitants of a once-great kingdom of giants devolved into savagery. Brineborn giants still dwell in ruins, guarding secrets of ages long gone.

    As you trudge across the shore, the ground shakes beneath your feet. You’ll have to move quickly. Primitive tribes preserve the lore of many ancient cults and religions, including secrets about... HER... the entity who has brought you such torment.

    The leader of these aquatic marsh giants might know more. You’d probably find it easier to cope if you could give HER a name. As you run from the patrolling giants into the crumbling ruins, your notice strange sigils adorning worn surfaces. They bear a fearful resemblance to the cryptic mark you saw carved in your forehead. A name rises to the periphery of your mind.

    SHE is the Shrouded Queen... and these brineborn giants are her loyal servitors. Trouble doesn’t get much bigger than this.

    During This Scenario:
    When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.
    Any Class 6 Ship is available. I vote Abrogail's Fury

    Story Banes
    Villain: Mugslup
    Henchmen (Closing): Brineborn Giants

    Mugslup:

    Villain
    Type: Monster
    Traits: Giant Oracle
    To Defeat: Combat 30 THEN Combat 30
    Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location.

    Brineborn Giant:

    Henchman
    Type: Monster
    Traits: Aquatic Giant
    To Defeat: Combat 22
    Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

    Plunder: 1d6 ⇒ 6 Our Choice


    During This Adventure:

    During This Scenario: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.
    Ship:

    Abrogail's Fury:
    Abrogail's Fury
    Ship 6
    Class 6

    Check to Defeat
    Dexterity
    Ranged
    13
    OR
    Wisdom
    Survival
    11

    When Encountered
    Before you act, recharge 1d4 random cards from your hand.
    When Commanding
    Reduce Structural damage to this ship by 3.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    Reduce structural damage to this ship by 1.
    Remove the Swashbuckling trait from all of your checks.

    Additional Rules: Story Banes
    Villain: Mugslup
    Henchmen (Closing): Brineborn Giants

    Mugslup:

    Villain
    Type: Monster
    Traits: Giant Oracle
    To Defeat: Combat 30 THEN Combat 30
    Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location.

    Brineborn Giant:

    Henchman
    Type: Monster
    Traits: Aquatic Giant
    To Defeat: Combat 22
    Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

    Gholdako:

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

    Cyclops Oracle:

    Henchman
    Type: Monster
    Traits: Giant Cyclops Oracle
    To Defeat: Combat 20
    Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 1, Flenta/Hawkmoon

    Random Cards:

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

    Spoiler:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

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

    Spoiler:
    Will-o'-Wisp
    SS
    Monster 3
    Traits:
    Aberration
    To Defeat:
    Combat 16
    OR Wisdom 14
    All damage from the Will-o'-Wisp is Electricity damage.
    You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
    These maletic aberrations feed on the fear of terrified travelers_

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

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

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

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

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

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

    Weapons
    Spoiler:
    Keen Rapier +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

    Spoiler:
    Bloodcrow Rapier
    IH4
    Weapon P
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Veteran
    Owner: Jirelle
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.

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


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

    Spoiler:
    Adamantine Trident +3
    SS
    Weapon 6
    Traits:
    Polearm
    Melee
    Piercing
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
    If a monster has a power that increases the difficulty of a combat check, ignore that power.

    Spoiler:
    Invigorating Kukri +1
    SS
    Weapon 4
    Traits:
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Divine 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

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

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

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

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

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

    Armors
    Spoiler:
    Shinobi Shozoku
    IH6
    Armor P
    Traits:
    Light Armor
    Owner: Reiko
    To Acquire:
    Constitution
    Fortitude 7
    When you acquire this card, you may draw a card.

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

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


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

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

    Spoiler:
    Paladin Helm
    IH1
    Armor P
    Traits:
    Heavy Armor
    Magic
    Owner: Seelah
    To Acquire:
    ConstitutionFortitude 6
    Recharge this card to reduce damage dealt to you by 2; you may play another armor on this check. If you have the Paladin trait, you may reveal this card instead of recharging it.

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


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

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


    Spoiler:
    Silver Flute
    IH6
    Item P
    Traits:
    Instrument
    Owner: Lem
    To Acquire:
    Charisma
    Knowledge
    Craft 5
    Recharge this card to add 1d4 to any check by a character at your location.

    If you have the Bard trait, display this card. While displayed, you may add 1d4 to any check by a character at your location. At the end of the turn, recharge this card.


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

    Spoiler:
    Investigator's Lamp
    IH6
    Item P
    Traits:
    Object
    Magic
    Owner: Quinn
    To Acquire:
    Intelligence
    Knowledge 9
    Discard this card to examine the top 3 cards of your location deck. If any are barriers, choose one such barrier and encounter it. Put the remaining cards back in any order. If you have the Investigator trait, you may recharge this card instead of discarding it.

    Allies
    Spoiler:
    Droogami
    IH1
    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:
    Avimar Sorrinash
    SS
    Ally 4
    Traits:
    Lycanthrope
    Captain
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    THEN Charisma
    Diplomacy 11
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

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

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

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

    Current Hour:

    Blessing of Milani:
    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.

    Hours Remaining: 29

    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 Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Siwar/NathanDavis:
    Spoiler:
    Hourglass Card 4 Siwar/NathanDavis
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    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 Asmodeus
    SS
    Blessing 4
    Traits:
    Divine
    Asmodeus
    To Acquire:
    Charisma
    Diplomacy 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Crimsi/Gimry:
    Spoiler:
    Hourglass Card 6 Crimsi/Gimry
    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 7 Telessel/Iceman91:
    Spoiler:
    Hourglass Card 7 Telessel/Iceman91
    Blessing of the Dawnflower
    IH2
    Blessing P
    Traits:
    Divine
    Sarenrae
    Owner: Kyra
    To Acquire:
    Constitution 5
    OR Divine 6
    Discard this card to add 1 die to any check, or to add 2 dice to any non-combat Constitution check. If you have the Cleric trait, you may play another blessing on this check.

    Discard this card to explore your location.

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

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

    Ghol-Gan Ruins Card 1:
    Symbol of Insanity
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    To Defeat:
    Wisdom
    Divine 14
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
    Ghol-Gan Ruins Card 2:
    Master of the Gales
    SS
    Ally 6
    Traits:
    Human
    Druid
    Pirate
    To Acquire:
    Charisma
    Diplomacy 14
    Bury this card to succeed at your non-combat check while on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Ghol-Gan Ruins Card 3:
    Brineborn Giant
    SotS
    Henchman 6
    Type: Monster
    Traits:
    Aquatic
    Giant
    To Defeat:
    Combat 22
    Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Damage dealt by the Brineborn Giant is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghol-Gan Ruins Card 4:
    Insanity Daemon
    SS
    Monster 5
    Traits:
    Outsider
    To Defeat:
    Combat 20
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
    Ghol-Gan Ruins Card 5:
    Dimension Leap
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
    Ghol-Gan Ruins Card 6:
    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.
    Ghol-Gan Ruins 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.
    Ghol-Gan Ruins Card 8:
    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.
    Ghol-Gan Ruins Card 9:
    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.
    Ghol-Gan Ruins Card 10:
    Spellsword +2
    SS
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Location #2: Ruined Amphitheater
    At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
    When Closing: Succeed at a Wisdom or Perception 9 check.
    When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Ruined Amphitheater Card 1:
    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.
    Ruined Amphitheater Card 2:
    Brineborn Giant
    SotS
    Henchman 6
    Type: Monster
    Traits:
    Aquatic
    Giant
    To Defeat:
    Combat 22
    Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Damage dealt by the Brineborn Giant is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Amphitheater Card 3:
    Freezing Sphere
    SS
    Spell 3
    Traits:
    Magic
    Arcane
    Cold
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
    Ruined Amphitheater Card 4:
    Reflecting Buckler
    SS
    Armor 5
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
    Ruined Amphitheater Card 5:
    Electricity Arc Trap
    SS
    Barrier 4
    Traits:
    Trap
    Magic
    Electricity
    To Defeat:
    Dexterity
    Disable 12
    OR Intelligence
    Arcane 14
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
    Ruined Amphitheater Card 6:
    Alkali Flask
    SS
    Item 4
    Traits:
    Liquid
    Attack
    Acid
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
    Ruined Amphitheater Card 7:
    Sargassum Fiend
    SS
    Monster 4
    Traits:
    Plant
    Aquatic
    To Defeat:
    Wisdom
    Perception 12
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
    Ruined Amphitheater Card 8:
    Orc War Drum
    IH5
    Item P
    Traits:
    Instrument
    Owner: Oloch
    To Acquire:
    ConstitutionCharisma 5
    Recharge this card to add 1d4 to a combat check by a character at your location. Each character may discard an ally; for each discarded, add 1d4 to that check.

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

    Ruined Amphitheater Card 9:
    Old Salt
    SS
    Ally C
    Traits:
    Human
    Veteran
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.
    Ruined Amphitheater Card 10:
    Crawling Cyclops Hands
    SS
    Barrier 4
    Traits:
    Skirmish
    Undead
    To Defeat:
    Wisdom
    Perception 14
    OR Divine 10
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Location #3: Teleportation Chamber
    At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
    When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically.
    When Permanently Closed: On closing, move to another location.
    M: 3 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Teleportation Chamber Card 1:
    Wall of Blades
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Teleportation Chamber Card 2:
    Tetrolimulus
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 23
    If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
    If undefeated, reset your hand and end your turn.
    Teleportation Chamber Card 3:
    Daji
    IH6
    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.

    Teleportation Chamber Card 4:
    Tankard
    IH1
    Item P
    Traits:
    Object
    Owner: Valeros
    To Acquire:
    Fortitude
    Craft 6
    Reveal this card to add 1 plus the current adventure deck number, if any, to your non-combat Constitution or Fortitude check.

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

    Teleportation Chamber Card 5:
    Skeleton Anchor
    SS
    Item 4
    Traits:
    Object
    Magic
    To Acquire:
    Wisdom
    Survival
    Divine 13
    Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
    Teleportation Chamber Card 6:
    Brineborn Giant
    SotS
    Henchman 6
    Type: Monster
    Traits:
    Aquatic
    Giant
    To Defeat:
    Combat 22
    Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Damage dealt by the Brineborn Giant is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Teleportation Chamber Card 7:
    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.
    Teleportation Chamber Card 8:
    Chelish Marine
    SS
    Monster 6
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 21
    Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
    Teleportation Chamber Card 9:
    Holy Feast
    SS
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 13
    Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
    Teleportation Chamber Card 10:
    Vengeful Storm
    SS
    Spell 6
    Traits:
    Magic
    Divine
    Attack
    Acid
    Cold
    Electricity
    To Acquire:
    Wisdom
    Divine 14
    For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

    Location #4: Hall of Champions
    At This Location: When you succeed at a check, draw a card.
    When Closing: Display a weapon next to this location.
    When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
    Add 1d6 to your checks to acquire weapons.
    M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Hall of Champions Card 1:
    Brineborn Giant
    SotS
    Henchman 6
    Type: Monster
    Traits:
    Aquatic
    Giant
    To Defeat:
    Combat 22
    Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Damage dealt by the Brineborn Giant is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of Champions Card 2:
    O-Yoroi
    IH6
    Armor P
    Traits:
    Heavy Armor
    Owner: Hayato
    To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 3 to your Diplomacy check.

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

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

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

    Hall of Champions Card 3:
    Navigator Musket +1
    SS
    Weapon 3
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
    Hall of Champions Card 4:
    Sword Cane Pistol +2
    SS
    Weapon 4
    Traits:
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic
    To Acquire:
    Dexterity
    Ranged
    Craft 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
    Hall of Champions Card 5:
    Animated Shield
    SS
    Armor 4
    Traits:
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.
    Hall of Champions Card 6:
    Shark-Eating Crab
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.
    Hall of Champions Card 7:
    Breastplate of the Deep
    SS
    Armor 5
    Traits:
    Heavy Armor
    Magic
    Aquatic
    To Acquire:
    Constitution
    Fortitude 11
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.
    Hall of Champions Card 8:
    Flaming Falcata +3
    SS
    Weapon 5
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Hall of Champions Card 9:
    Great White Shark
    SS
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 16
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.
    Hall of Champions Card 10:
    Frost Giant's Sword +1
    IH2
    Weapon P
    Traits:
    Sword
    Melee
    Slashing
    2-Handed
    Magic
    Owner: Amiri
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 2d6 and the Cold trait.

    If not proficient with weapons, the difficulty of this check is increased by 4.


    Location #5: Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Great Stone Bridge Card 1:
    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.
    Great Stone Bridge Card 2:
    Potion of the Ocean
    SS
    Item 3
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
    Great Stone Bridge Card 3:
    Furious Broadsword +2
    SS
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d6 rolled on this check is a 6, count it as a 7.
    Great Stone Bridge Card 4:
    Pteranodon
    SS
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 11
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
    Great Stone Bridge Card 5:
    Giant Spyglass Octopus
    SS
    Monster 4
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    THEN Combat 18
    Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.
    Great Stone Bridge 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.
    Great Stone Bridge Card 7:
    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.
    Great Stone Bridge Card 8:
    Shoanti Earthbreaker
    IH4
    Weapon P
    Traits:
    Hammer
    Melee
    Bludgeoning
    2-Handed
    Owner: Crowe
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add another 1d6, or 2d6 if the bane has the Construct trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    Great Stone Bridge Card 9:
    Brineborn Giant
    SotS
    Henchman 6
    Type: Monster
    Traits:
    Aquatic
    Giant
    To Defeat:
    Combat 22
    Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Damage dealt by the Brineborn Giant is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Great Stone Bridge Card 10:
    Biter
    IH2
    Ally P
    Traits:
    Animal
    Owner: Harsk
    To Acquire:
    Wisdom
    Survival 10
    Discard this card on your turn to examine the top card of your location deck. If the examined card is a monster, immediately encounter it; add 1d6 to your checks to defeat it.
    "Ow! Darn it, Biter. Let go!"
    -Harsk


    Location #6: Eye of Serenity
    At This Location: If you examine 1 or more cards, examine 1 more card.
    When Closing: Summon and defeat the henchman Cyclops Oracle.
    When Permanently Closed: On closing, you may recharge an item from your discard pile.
    At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
    M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Eye of Serenity Card 1:
    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.
    Eye of Serenity Card 2:
    Sea Serpent
    SS
    Monster 5
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 21
    The Sea Serpent is immune to the Cold and Fire traits.
    If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
    After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
    Eye of Serenity Card 3:
    Werecrocodile
    SS
    Monster 3
    Traits:
    Lycanthrope
    Aquatic
    To Defeat:
    Combat 18
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d6 to it.
    Eye of Serenity Card 4:
    Righteousness
    SS
    Spell 5
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 11
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
    Eye of Serenity Card 5:
    Control Weather
    SS
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
    At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Eye of Serenity 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.
    Eye of Serenity Card 7:
    Mugslup
    SotS
    Villain 6
    Type: Monster
    Traits:
    Giant
    Oracle
    To Defeat:
    Combat 30
    THEN Combat 30
    Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
    Damage dealt by Mugslup is dealt to each character at your location.
    Eye of Serenity Card 8:
    Magic Spyglass
    SS
    Item 4
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    Eye of Serenity Card 9:
    Splendiferous Hat
    IH3
    Ally P
    Traits:
    Accessory
    Owner: Balazar
    To Acquire:
    Intelligence
    Arcane 8
    Recharge this card to add 1d6 to your Intelligence or Knowledge check.

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

    Eye of Serenity Card 10:
    Gargoyle Sniper
    SS
    Monster 4
    Traits:
    Gargoyle
    Scout
    To Defeat:
    Combat 18
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

    Location #7: Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Scar Bay Card 1:
    Pirate Bomber
    SS
    Monster 6
    Traits:
    Human
    Pirate
    To Defeat:
    Combat 22
    Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
    If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
    Scar Bay Card 2:
    Pirate Sniper
    SS
    Monster 6
    Traits:
    Elf
    Pirate
    Scout
    To Defeat:
    Combat 25
    Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
    If the check to defeat has the Ranged trait, add 1d8 to it.
    If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
    Scar Bay Card 3:
    Fuse Grenade
    SS
    Item 6
    Traits:
    Liquid
    Attack
    Bludgeoning
    Fire
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 13
    For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
    Scar Bay Card 4:
    Manticore
    SS
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 12
    Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
    Scar Bay Card 5:
    Brineborn Giant
    SotS
    Henchman 6
    Type: Monster
    Traits:
    Aquatic
    Giant
    To Defeat:
    Combat 22
    Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
    Damage dealt by the Brineborn Giant is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scar Bay Card 6:
    Albatross Soup
    SS
    Barrier 5
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 15
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Scar Bay Card 7:
    Slip
    SS
    Ally 3
    Traits:
    Halfling
    Spy
    To Acquire:
    Intelligence
    Knowledge 7
    OR Charisma
    Diplomacy 9
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
    Scar Bay Card 8:
    Ambush
    SS
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may explore again.
    If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Scar Bay Card 9:
    Occularium Vestments
    IH5
    Item P
    Traits:
    Clothing
    Owner: Enora
    To Acquire:
    Intelligence
    Knowledge 6
    Recharge this card to recharge a boon that has the Magic trait from your discard pile.
    Scar Bay Card 10:
    Bakekujira
    SS
    Monster 6
    Traits:
    Undead
    Aquatic
    To Defeat:
    Combat 22
    OR Wisdom
    Divine 18
    The Bakekujira is immune to the Mental and Poison traits.
    Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
    After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.

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