Off-turn: Discard Blessing of the Gods for Lini's check
Start of turn: Bury Codex of Conversations for scenario power
Discard Farglass to examine top 2 cards and place them in any order
Top card: Karkinoi (Henchman Monster 6)
Second card: Karkinoi (Henchman Monster 6)
Place one on top of the other
Give Fire Snake to Tarlin
Fire Snake:
Spell B
Traits:
Magic
Arcane
Divine
Fire
Basic
Powers:
For your non-combat check, discard 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 an Arcane or Divine 8 check to recharge this card instead of discarding it.
The ship is being ripped to pieces and the frequency of the Karkinoi attacks increases by the moment. Amaryllis spies two of the monsters approaching through her Farglass and prepares for combat.
Free explore of top card:
Karkinoi:
Henchman Monster 6
Traits
Animal
Aquatic
Veteran
Check
Combat
25
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario.
If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll.
If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Discard Death's Touch, discard Blessing of the Gods for an extra d12, Request Blessing of Iomedae from Tarlin Combat 25+7=32:3d12 + 6 + 3d6 + 3 ⇒ (9, 5, 2) + 6 + (4, 3, 4) + 3 = 36 re-roll Combat 25+7=32:3d12 + 6 + 3d6 + 3 ⇒ (5, 4, 3) + 6 + (5, 1, 1) + 3 = 28 Bury Evocation Staff to use Amaryllis power to re-roll the dice Combat 25+7=32:3d12 + 6 + 3d6 + 3 ⇒ (4, 11, 5) + 6 + (1, 5, 5) + 3 = 40 defeated, banished Death's Touch has attack trait so ignore AYA power
Spell Recharge - Arcane 12:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Amaryllis waits until the creature has climbed its way onto the deck of the ship. She avoids its first claw slash and then tumbles in close to the monster. She places one life sapping hand on the creatures armoured flesh and watches the life drain from it.
Reset hand, shuffle player deck and end turn
Amaryllis wrote:
Hand: Cleric of Nethys, Repulsion, Ataxian, Surgeon, Channel the Gift, Alise Grogblud (Loot), Blessing of the Gods 1, Blessing of the Gods 4, Blessing of Nethys,
Displayed: Deck: 5 Discard: 4 Buried: 4
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result.
Paizo Re-Roll used for Scenario 0-6F : N
Sideboard cards:
At the start of Tarlin's turn, discard Channel the Gift to draw Scrying
Channel the Gift Recharge - Arcane 14:1d12 + 6 ⇒ (6) + 6 = 12 discarded
Scrying of Location:
Discard Scrying and name Monster to examine top three cards of the location deck:
Top card: Karkinoi (Henchman Monster 6)
Second card: Avatar of Dagon (Villain Monster 6)
Third card: Hull Damage (Barrier 1)
Place villain on the bottom of the deck, then Karkinoi on top, shuffle remaining cards
Scrying Recharge - Arcane 12:1d12 + 6 ⇒ (11) + 6 = 17 recharged
Amaryllis wrote:
Hand: Cleric of Nethys, Repulsion, Ataxian, Surgeon, Alise Grogblud (Loot), Blessing of the Gods 1, Blessing of the Gods 4, Blessing of Nethys,
Displayed: Deck: 5 Discard: 5 Buried: 4
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result.
Paizo Re-Roll used for Scenario 0-6F : N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
The hour of Norgorber
Bury Fly as per scenario power
Bury Wand of Treasure Finding to examine deck until a weapon, armour or item is found (none in deck so examine all cards)
Cards examined in order: Karkinoi (Henchman Monster 6), Karkinoi (Henchman Monster 6), Will-O' Wisp (Monster 3), Cut-Throat Grok (Ally 1), Hull Damage (Barrier 1), Karkinoi, Avatar of Dagon (Villain Monster 6), Port Peril Corsair (Monster 2), Karkinoi
Examined Villain:
Avatar of Dagon:
Villain Monster 6
Traits
Deity
Aberration
Aquatic
Check
Combat
42
THEN
Combat
42
OR
Divine
24
Powers
Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck.
If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck.
Amaryllis wand begins to glow and shake uncontrollably. As she grabs it she is snapped into a vision of all the horrors tearing the ship apart. The flashes reveal several Karkinoi and a dark figure that pulses evil energy. As the figure turnse to face her she snaps from her vision, sweating and horrified.
Free explore of top card:
Top card:1d9 + 8 ⇒ (1) + 8 = 9
Karkinoi:
Henchman Monster 6
Traits
Animal
Aquatic
Veteran
Check
Combat
25
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario.
If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll.
If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Amaryllis approaches a Karkinoi she was shown in her vision and summons lightning from the storm to attack the creature. Her mage friend blasts it with a fire cone and, between the two of them, they reduce the creature to ash.
Reset hand and end turn
Amaryllis wrote:
Hand: Fire Snake, Farglass (loot), Codex of Conversations, Fly, Blessing of the Gods 2, Evocation Staff, Blessing of the Gods 3, Blessing of the Gods 1, Death's Touch,
Displayed: Deck: 12 Discard: 1 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Evocation Staff: "When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck."
Paizo Re-Roll used for Scenario 0-6F : N
Sideboard cards:
After Tarlin buries a card for start-of-turn scenario power, cast Scrying
Scrying Card Examines:
Name Monster
Examine top 3 cards:
Top card:1d8 + 9 ⇒ (7) + 9 = 16 Port Peril Corsair (Monster 2) Next card:1d8 + 9 ⇒ (7) + 9 = 16 Next card:1d8 + 9 ⇒ (2) + 9 = 11Will-O' Wisp (Monster 3) Next card:1d8 + 9 ⇒ (3) + 9 = 12Cut-Throat Grok (Ally 1)
Place Will-O' Wisp on top of deck, then Port Peril Corsair
Shuffle remaining cards in location deck
Scrying Recharge - Arcane 12:1d12 + 6 ⇒ (11) + 6 = 17 recharged
Updated hand:
Amaryllis wrote:
Hand: Fire Snake, Farglass (loot), Codex of Conversations, Blessing of the Gods 2, Evocation Staff, Blessing of the Gods 3, Blessing of the Gods 1, Death's Touch,
Displayed: Deck: 12 Discard: 1 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Evocation Staff: "When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck."
Paizo Re-Roll used for Scenario 0-6F : N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn: Discard Blessing of the Gods for Hayato's check
Start of turn: The hour of Geryon
Bury Wand of Thunder for location power
Discard Channel the Gift to draw Fire Snake Spell Recharge - Arcane 14:1d12 + 6 ⇒ (3) + 6 = 9 discarded
Display Repulsion
As the ship plummets into darkness, Amaryllis forms a ball of light that surrounds her and the crew. The light doesn't do much to penetrate the depth of darness in the void, but it seems to keep most of the horrible abberations at bay.
Free explore of card #1:
Karkinoi:
Henchman Monster 6
Traits
Animal
Aquatic
Veteran
Check
Combat
25
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario.
If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll.
If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Discard Death's Touch, Lini's power adds 4 to combat check with Aquatic trait, Discard Blessing of the Gods for extra die
Combat 25+7=32:2d12 + 6 + 3d6 + 3 + 4 ⇒ (2, 9) + 6 + (2, 6, 6) + 3 + 4 = 38 reroll the dice Combat 25+7=32:2d12 + 6 + 3d6 + 3 + 4 ⇒ (12, 9) + 6 + (6, 1, 2) + 3 + 4 = 43 defeated, banished, odd result so blessing recharges
Combat check has attack trait so ignore BYA
Spell Recharge - Arcane 12:1d12 + 6 ⇒ (12) + 6 = 18 recharged
One of the hideous creatures lands with a THUMP on the deck right beside Amaryllis. As it lashes at her, she reaches out to touch it and begins sapping its life force. The creature thrashes and knocks her to the ground causing her to lose her grip. It tries to pin her to the deck with a crab-like claw but she dodges and places a hand on the claw. The creature slumps to the deck, a greying husk, as its life force is completely drained.
Discard Scrying and name Monster to examine top 3 cards of location deck:
Top card: Karkinoi (Henchman Monster 6)
2nd card: Port Peril Corsair (Monster 2)
3rd card: Flaming Falcata (Weapon 5)
Move Port Peril Corsair to bottom of deck, then Karkinoi on top and shuffle remaining cards in deck Spell Recharge - Arcane 12:1d12 + 6 ⇒ (2) + 6 = 8 discarded
Amaryllis employs her crystal ball to navigate through the worst of the dangers.
Hand: Fire Snake, Farglass (loot), Codex of Conversations, Fly, Blessing of Pharasma 1, Surgeon, Pyromaniac Mage, Wand of Treasure Finding, Cloudburst,
Displayed: Deck: 10 Discard: 3 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result.
Paizo Re-Roll used for Scenario 0-6F : N
Sideboard cards:
At the start of Tarlin's turn, reveal Surgeon to shuffle in random discarded card (Blessing of the Gods 3) then recharge Surgeon
Amaryllis wrote:
Hand: Fire Snake, Farglass (loot), Codex of Conversations, Fly, Blessing of Pharasma 1, Pyromaniac Mage, Wand of Treasure Finding, Cloudburst,
Displayed: Deck: 12 Discard: 2 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result.
Paizo Re-Roll used for Scenario 0-6F : N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Amaryllis will swap in Repulsion for Life Leech
Taking the loot cards Alise Grogblud for Ice Chemist and Farglass for Wand of Flying Scenario hand size increase:7 + 1d4 ⇒ 7 + (2) = 9
Amaryllis wrote:
Hand: Channel the Gift, Repulsion, Farglass (loot), Blessing of the Gods 3, Blessing of the Gods 2, Wand of Thunder, Scrying, Death's Touch, Codex of Conversations,
Displayed: Deck: 14 Discard: 0 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result.
Paizo Re-Roll used for Scenario 0-6E : N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn: Amaryllis recharges Blessing of the Gods for Tarlin's check
Two cards shuffled from discard pile: Pteranodon and Wand of Thunder (Thanks, Tarlin!)
Amaryllis wrote:
Hand: Wand of Treasure Finding, Cleric of Nethys, Blessing of Pharasma 1, Blessing of the Gods 1, Besmaran Priest (acquired), Fire Snake, Ataxian, Pearl of Magic (acquired), Wand of Flying, Channel the Gift,
Displayed: Deck: 9 Discard: 2 Buried: 7
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Amaryllis attempts once again to fly ahead of the ship to scout.
Discard Fly to examine top card of Bow and Cargo Hold
Bow top card: Hurricane Winds (Henchman Barrier 3)
CH top card: Reflecting Buckler (Armor 5)
Move to Cargo Hold Spell Recharge - Arcane 10:1d12 + 6 ⇒ (5) + 6 = 11 recharged
She notices an electricity-resistant buckler near the cargo hold and decides it might be best to retrieve it before flying into the storm.
Reflecting Buckler:
Armor 5
Traits
Shield
Magic
Check
Constitution
Fortitude
10
Powers
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.
Reveal Ataxian to add 1 to Fortitude check, discard Blessing of the Gods to add 1 die
Fortitude 10:2d8 + 4 ⇒ (3, 3) + 4 = 10 acquired
Draw random armor from the box as per location power and select one: Flaming Buckler Gun (Armor 6)
Return Reflecting Buckler to the box
A surging wave knocks Amaryllis from her feet and she tumbles with buckler in hand into the cargo hold.
Recharge Pearl of Magic and bury Flaming Buckler Gun to recharge Death's Touch from discard pile
Discard Master of Gales to explore, revealing Codex of Conversations to attempt recharge
Charisma 14:1d12 + 4 ⇒ (9) + 4 = 13 discarded
Lightning Elemental:
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Discard Ataxian to attempt to evade monster
Diplomacy 10:1d4 ⇒ 2 failed, monster not evaded
Reveal Codex of Conversations to auto-succeed at recharge of Ataxian
Bury Blessing of the Gods and remaining cards in hand (Codex of Conversations, Alise Grogblud, Life Leech, Cloudburst), copying top card of blessings discard pile, to succeed at check to defeat Lightning Elemental
Draw up to hand size:
Amaryllis wrote:
Hand: Wand of Treasure Finding, Blessing of the Gods 3, Cleric of Nethys, Blessing of Pharasma 1, Wand of Flying, Pyromaniac Mage, Surgeon, Fire Snake, Blessing of the Gods 1, Channel the Gift, Besmaran Priest (acquired),
Displayed: Deck: 5 Discard: 5 Buried: 7
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
Sideboard cards:
Attempt location close check: Discard Fire Snake to use Arcane skill, Recharge Pyromaniac Mage for 1d6+1
Hayato helps Amaryllis right herself as the crackling energy of a lightning elemental forms below deck. Before the two can ready their weapons and spells, the monster lets out a wail as its tendrils of electricity form into snakes of all shapes and sizes. The creature morphs into a pile of writhing snakes that scatter to all corners of the hold as the sound of Geryon's maniacal laughter echo in their heads. The elemental has been defeated but Amaryllis is wary of why Geryon would chose to help them at that moment. Hayato and Amaryllis flee the hold full of slithering serpents.
Discard Channel the Gift to draw Scrying from player deck
Spell Recharge - Arcane 14:1d12 + 6 ⇒ (10) + 6 = 16 recharged
Discard Scrying to name barrier and examine top 3 cards of Rigging:
Card #1: Sandbar (Barrier 3)
Card #2: Blessing of Abadar (Blessing B)
Card #3: Hurricane Winds (Henchman Barrier 3)
Place Hurricane Winds on top of Sandbar on top of deck, shuffle remaining cards in location deck Spell Recharge - Arcane 12:1d12 + 6 ⇒ (7) + 6 = 13 recharged
Bury Wand of Flying to move to Bow (all top cards of open locations known)
Wand Recharge - Arcane 12:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Reveal Surgeon to shuffle in random card from discard: Blessing of Nethys, then recharge Surgeon
Amaryllis checks her crystal ball and sees the full force of the hurricane approaching from the bow and sweeping over the rigging. She uses her wand to steady her through the whipping winds and heads to the bow to help the crew navigate through the storm.
Reset hand, shuffle player deck and end turn
Amaryllis wrote:
Hand: Wand of Treasure Finding, Blessing of the Gods 3, Cleric of Nethys, Blessing of Pharasma 1, Blessing of the Gods 1, Besmaran Priest (acquired), Fire Snake, Ataxian, Pearl of Magic (acquired), Wand of Flying, Channel the Gift,
Displayed: Deck: 6 Discard: 4 Buried: 7
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Armor 6 acquired
Cargo Hold closed
Top card of Bow and Rigging are both [b]Hurricane Winds (Henchman)
Start of turn: the hour of Erastil
Move Tarlin to Helm using ATL start-of-turn power
Move to Bow
Amaryllis, having trouble holding the wheel steady at her stature, is relieved by Tarlin. She takes her place again at the bow of the ship.
Bury Wand of Treasure Finding to examine location deck to find a weapon, item, or armor
Bow card #1: Pirate Bomber (Monster 6)
Bow card #2: Pearl of Magic (Item 6)
Place item on top and shuffle remaining cards
Wand Recharge - Arcane 8:1d12 + 6 ⇒ (5) + 6 = 11 recharged
Pearl of Magic:
Item 6
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
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.
On her way to the bow she catches a glowing pearl as it rattles across the deck. She senses and arcane power within the object and pockets it for later inspection.
Reveal Surgeon to shuffle in random discarded card: Master of Gales, then recharge Surgeon
Discard Besmaran Priest to explore random top card (ignoring 2), revealing Codex of Conversations and auto-succeeding at check to recharge
Random top card:1d5 ⇒ 3
Canopy Creeper:
Monster 2
Traits
Plant
Check
Combat
12
Powers
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
The ship's surgeon calls Amaryllis below deck to take care of some of her injuries. While being tended to, she hears a shout from the Besmaran priest and heads back up to investigate. A canopy creeper has found its way onto the deck and has surrounded the man with its vines. Amaryllis reaches out to touch the monster and kills it instantly before it can devour him.
End of turn: Attempt Death's Touch recharge check
Spell Recharge - Arcane 12:1d12 + 6 ⇒ (1) + 6 = 7 remains in discard
Freely discard Wand of Thunder, reset hand and shuffle player deck
Spell Recharge - Arcane 12:1d12 + 6 ⇒ (2) + 6 = 8 discarded
End turn
Amaryllis wrote:
Hand: Codex of Conversations, Alise Grogblud (Loot), Pearl of Magic (acquired), Life Leech, Ataxian, Cloudburst, Scrying, Blessing of the Gods 4, Blessing of the Gods 2, Master of the Gales (acquired), Fly,
Displayed: Deck: 11 Discard: 4 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
Sideboard cards:
At the start of Tarlin's turn, Amaryllis will discard Scrying to examine Bow (spoilered so he does his start of turn actions first)
Scrying of Bow:
Name monster and examine top 3 cards (ignoring 2 & 3)
Bow card #1:1d5 ⇒ 3 Bow card #1:1d5 ⇒ 1 Pirate Bomber (Monster 6) Bow card #2:1d2 + 3 ⇒ (2) + 3 = 5 Crown of Swords (Item 2)
Bow card #3: Hurricane Winds (Henchman Barrier 3)
Place Pirate Bomber on bottom of deck, then shuffle remaining 2 cards
Spell Recharge - Arcane 12:1d12 + 6 ⇒ (10) + 6 = 16 recharged
Amaryllis wrote:
Hand: Codex of Conversations, Alise Grogblud (Loot), Pearl of Magic (acquired), Life Leech, Ataxian, Cloudburst, Blessing of the Gods 4, Blessing of the Gods 2, Master of the Gales (acquired), Fly,
Displayed: Deck: 12 Discard: 4 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
The hour of Abadar
All locations occupied so no start of turn scenario effect
Amaryllis returns to the bow where she saw the Sargassum Fiend scaling the side of the ship.
Free explore of Bow card #1:
Sargassum Fiend:
Monster 4
Traits
Plant
Aquatic
Check
Wisdom
Perception
12
Powers
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.
Discard Fire Snake to use Arcane skill, discard Blessing of the Gods for extra die
Wisdom 12:2d12 + 6 ⇒ (12, 7) + 6 = 25 defeated, banished Blessing of the Gods recharged for odd result
Spell Recharge - Arcane 8:1d12 + 6 ⇒ (10) + 6 = 16 recharged
Amaryllis summons her arcane fire snake and dries out its seaweed form until it falls back into the surf.
Discard Blessing of Nethys to examine top 2 cards and encounter 1: Master of the Gales (Ally 6) and Venomous Pike +2 (Weapon 6)
Encounter Ally
Master of the Gales:
Ally 6
Traits
Human
Druid
Pirate
Check
Charisma
Diplomacy
14
Powers
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.
A familiar voice shouts from the deck of the ship and points toward the bow. Amaryllis recognizes the Master of Gales but cannot make out what he's shouting in the wind. She takes to the air to scout in the direction he's pointing.
Discard Fly to examine the top card of Crow's Nest and Cargo Hold
CN top card: Social Niceties (Barrier 5)
CH top card: Topaz of Strength (Item B)
Move to Crow's Nest Spell Recharge - Arcane 10:1d12 + 6 ⇒ (10) + 6 = 16 recharged
As Amaryllis takes to the sky she is blown by a gust directly into the Crow's Nest.
Discard Master of the Gales to explore Crow's Nest card #1
Reveal Codex of Conversations to attempt ally recharge
Charisma 14:1d12 + 4 ⇒ (4) + 4 = 8 failed, discarded
Social Niceties:
Barrier 5
Traits
Task
Check
Charisma
Diplomacy
14
Powers
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Reveal Alise Grogblud to succeed at check to defeat barrier with the Task trait
ATC 1d6 roll:1d6 ⇒ 6 no cards banished from hand
Bury Evocation Staff to draw random ally from the box:
Pteranodon:
Ally 4
Traits
Animal
Check
Wisdom
Survival
11
Powers
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.
Wow, that is incredibly fortunate!
Amaryllis lands with a thud in the Crow's nest. Lini and Alise Grogblud both pick her up and place her on her feet again, dusting off her cloak and fussing over the straightness of her hair. In her the most polite way she can muster, she requests that the two refrain from concerning themselves with such trivial matters while there is a maelstrom surrounding the ship. Lini apologizes and offers to carry Amaryllis back to the bow on the back of her Pteranadon. Amaryllis accepts gratefully.
Discard Pteranodon to move to Bow and chose not to explore location.
End of turn: Attempt Scrying recharge check discard Blessing of the Gods for extra die
Arcane 12:2d12 + 6 ⇒ (3, 4) + 6 = 13 recharged + odd result so blessing recharges
Reset hand, shuffle player deck and end turn
Amaryllis wrote:
Hand: Codex of Conversations, Alise Grogblud (Loot), Cloudburst, Death's Touch, Pyromaniac Mage, Wand of Treasure Finding, Surgeon, Life Leech, Wand of Thunder, Besmaran Priest (acquired), Ataxian,
Displayed: Deck: 11 Discard: 3 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Lini discards Blessing of Sivanah
Top card of Bow is known: Venomous Pike +2 (Weapon 6)
Top card of Cargo Hold is known: Topaz of Strength (Item B)
Start of turn: The hour of Achaekek
Examine top card of location deck (per location power): Besmaran Priest (Ally B)
Remain at Bow
Amaryllis takes her place at the bow of the ship and keeps her eyes peeled through the pelting rain and surf. She's determined to scout for any futher troubles that may plague their already beleaguered ship.
Free explore of card #1:
Besmaran Priest:
Ally B
Traits
Human
Cleric
Pirate
Check
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Auto-acquire with Charisma skill (1d12+6)
She sees a figure bobbing in the surf and tosses a rope toward it. As she pulls the man to the safety of the deck she realizes it is a Besmaran priest who appears to have been hurled overboard during the storm. She sends him below deck to recover from his time at sea.
Discard Fly to examine top card of Helm and Cargo Hold:
Helm top card: Hurricane Winds (Henchman Barrier 3)
Cargo Hold top card: Falcata +1 (Weapon 1)
Remain at Bow Spell Recharge - Arcane 10:1d12 + 6 ⇒ (8) + 6 = 14 recharged
Bury Wand of Flying to examine top card of Bow amd Crow's Nest
Bow top card: Sargassum Fiend (Monster 4)
Crow's Nest top card: Lightning Elemental (Henchman Monster 3)
Lightning Elemental:
Henchman Monster 3
Traits
Elemental
Check
Combat
17
Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Amaryllis takes to the air and is blustered by the whipping winds. It takes all of her arcane energy and the focus of her wand to keep her from blowing out of the sky but she is able to scout ahead for the party. She sees dangers all around and reports them to the crew.
Discard Channel the Gift to draw Fly
Recharge Besmaran Priest to add 1d6 to spell recharge
Spell Recharge - Arcane 14:1d12 + 6 + 1d6 ⇒ (5) + 6 + (6) = 17 recharged
Reset hand, shuffle player deck and end turn
Amaryllis wrote:
Hand: Codex of Conversations, Evocation Staff, Fire Snake, Alise Grogblud (Loot), Cloudburst, Blessing of the Gods 1, Death's Touch, Blessing of the Gods 4, Fly, Scrying, Blessing of Nethys,
Displayed: Deck: 13 Discard: 0 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Fly and Scrying can be used any time to examine. Dice re-roll used for 0-6E: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
At the start of Tarlin's turn, discard Scrying to name monster and examine the top 3 cards of Crow's Nest
CN #1: Lightning Elemental (Henchman Monster 3)
CN #2: Animated Shield (Armor 4)
CN #3: Pirate Hunting (Barrier B)
Move Lightning Elemental to bottom of location deck and shuffle remaining cards
Spell Recharge - Arcane 12:1d12 + 6 ⇒ (2) + 6 = 8 discarded
Ice Chemist swapped in for Vampire Bat
Amaryllis will take the loot Alise Grogblud in place of Ice Chemist and she will not take Letter of Marque this scenario
Amaryllis will start at Bow Scenario Hand Size Increase:7 + 1d4 ⇒ 7 + (4) = 11
Amaryllis wrote:
Hand: Evocation Staff, Wand of Flying, Codex of Conversations, Fly, Fire Snake, Channel the Gift, Alise Grogblud (Loot), Cloudburst, Blessing of the Gods 1, Death's Touch, Blessing of the Gods 4,
Displayed: Deck: 13 Discard: 0 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6D: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Deck Upgrade: Ally 4:1d1000 ⇒ 793 Ice Chemist in for Vampire Bat
Blessing 6:1d1000 ⇒ 623 Blessing of the All-Seeing Eye in for Blessing of Nethys
Wand of Thunder will be added into empty Item spot
It is the hour of Pharasma
Reveal Helpful Haversack to examine top card of deck: Pyromaniac Mage
Discard haversack to add card to hand
Move to Torture Pit
After dispatching the lamia sorceress, Amaryllis receives word that Sweetlips the bard has be sighted returning to the Torture Pit. The rest of the party arrange themselves to prevent Sweetlips from escaping from any exit and Amaryllis heads in to confront her.
Explore card #1:
Sweetlips and Scurvy:
Villain Monster 6
Traits
Human
Bard
Pirate
Animal
Check
Stealth
Arcane
Wisdom
Diplomacy
20
Powers
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
Temp Close Checks: Hayato temp closes Seaside Warehouse as per above
Tarlin banishes a blessing to temp close Shrine to Besmara (8 blessings left in party)
Aric banishes Fortified Breastplate to temp close Sea Fort
Botting Lini's temp close of Murder Hole:
Ruffian:
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.
Lini discards Death's Touch to defeat monster, then buries weapon of her choice from discard (AYA power)
Buccaneer:
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.
Lini reveals Holy Javelin and recharges Snow Leopard for 1d4, Tarlin and Aric discard blessings to add 2 dice (6 blessings available to party)
Combat 8+6+4=18:3d10 + 6 + 2d12 + 1d4 ⇒ (6, 6, 2) + 6 + (9, 10) + (4) = 43 defeated Murder Hole temp closed
Amaryllis encounters villain
Recharge Old Salt, discard Blessing of the Gods, Hayato, Tarlin and Aric discard blessings Arcane 20:5d12 + 6 + 6 ⇒ (5, 10, 3, 4, 12) + 6 + 6 = 46
As Amaryllis approaches the Torture Pit, the intoxicating sound of music seems to draw her in. She finds the source of it and, for a moment, is confused why she came here in the first place. She shakes her head to attempt to remove the clouding the sweet melody lays on her mind. Her own arcane energy builds, counteracting the tune, and she unleashes a force bolt that smashes the musicians instrument. Scurvy, Sweetlips faithful companion, attempt to retrieve another one but a force bolt blasts the animal against the wall, rendering it unconscious.
But the singing! The sweet, sweet singing! Amaryllis can hardly control her own limbs as she brings an arcane hand up to the bards throat and clamps down. For a moment, she basks in the sweet sound of silence.
Off-turn:
On Tarlin's turn he passes Pteranodon (Ally 4) to Amaryllis (as per Hangouts discussion)
Before Tarlin discards his hand, Amaryllis is cured for 1d4+1 cards:1d4 + 1 ⇒ (4) + 1 = 5 (Max roll, nice! Thanks Tarlin!)
Evocation Staff, Blessing of the Gods 3, Blessing of the Gods 2, Benevolent Buckler (acquired), Blessing of the Gods 1 all shuffled in.
Updated hand:
Amaryllis wrote:
Hand: Helpful Haversack (acquired), Codex of Conversations, Cleric of Nethys, Old Salt (acquired), Death's Touch, Blessing of Nethys, Blessing of the Gods 4, Pteranodon (Tarlin's),
Displayed: Deck: 11 Discard: 5 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn: Amaryllis discards Channel the Gift to draw Scrying
Recharge Pyromaniac Mage to add 1d6+1 to recharge check
Spell Recharge - Arcane 14:1d12 + 6 + 1d6 + 1 ⇒ (7) + 6 + (6) + 1 = 20 recharged
Discard Scrying to examine the top 3 cards of Sea Fort for Monsters:
SF card #1: Falcata +1
SF card #2: Shackles Sorcerer (Monster C)
SF card #3: Nirento (Monster 2)
Place monsters on bottom of location deck (Nirento then Shackles Sorcerer)
Spell Recharge - Arcane 12:1d12 + 6 ⇒ (6) + 6 = 12 recharged
Discard Fly to examine top card of Sea Fort and Shrine to Besmara SF top card: 1-Falcata+1, 2-Card 4, 3-Card 5:1d3 ⇒ 2 Powderpot (Villain Monster 6) - Henchman
StB top card: Blessing of Geryon (Blessing 6)
Move to Shrine to Besmara Fly Recharge - Arcane 10:1d12 + 6 ⇒ (1) + 6 = 7 discarded
Amaryllis wrote:
Hand: Helpful Haversack (acquired), Codex of Conversations, Cleric of Nethys, Old Salt (acquired), Death's Touch, Blessing of Nethys, Blessing of the Gods 4,
Displayed: Deck: 6 Discard: 10 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn: Recharge Blessing of the Gods for Tarlin's check (odd result)
Recharge Surgeon for Hayato
Start of turn: the hour of Milani (after 4 blessings were discarded)
Reveal Letter of Marque for Lucrehold ATL power
Reveal Helpful Haversack to examine top card of player deck: Ataxian - Place on bottom of player deck
Amaryllis takes a moment to consult her crystal ball before they attempt to corner Hyapatia again.
Discard Scrying and name Monster
card #1: Will-O'-Wisp (Monster 3)
card #2: Hyapatia (Villain Monster 6) - Henchman
card #3: Phantom Fog (Barrier 5)
Place Hyapatia on top, then Will-O'-Wisp, then Phantom Fog Spell Recharge - Arcane 12:1d12 + 6 ⇒ (1) + 6 = 7 discarded
Free explore of card #1:
Hyapatia:
Villain Monster 6
Traits
Lamia
Sorcerer
Check
Combat
28
THEN
Combat
28
Powers
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Reveal and discard Evocation Staff and discard Fire Snake Combat 28:1d12 + 6 + 3d10 ⇒ (10) + 6 + (6, 2, 9) = 33 success
Discard Cloudburst, Discard Hayato's Blessing of the Lord in Iron Combat 28:2d12 + 6 + 3d6 ⇒ (12, 1) + 6 + (6, 2, 1) = 28 henchman defeated!
Banish Alise Grogblud to close location
Chose not to move with Cloudburst power
Spell Recharge - Arcane 13:1d12 + 6 ⇒ (1) + 6 = 7 discarded
Bury Letter of Marque to add 1d4+1 random Allies, then explore top card
1d4+1 Random Allies:1d4 + 1 ⇒ (2) + 1 = 3
Old Salt:
Ally B
Traits
Human
Veteran
Check
Charisma
Diplomacy
7
Powers
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.
Auto-acquired with Charisma skill (1d12+6)
With some arcane foresight, Alise and Amaryllis charge toward the Fort and encounter the lamia sorceress near the base. She strikes first at Alise and she falls to the ground, unmoving. Amaryllis blasts the lamia first with her staff and then follows up with a succession of lightning strikes that eliminate the dastardly snake.
Fire Snake Recharge - Arcane 8:1d12 + 6 ⇒ (11) + 6 = 17 recharged
Reset hand then shuffle player deck
Scrying Recharge - Arcane 12:1d12 + 6 ⇒ (7) + 6 = 13 recharged
End turn
Amaryllis wrote:
Hand: Helpful Haversack (acquired), Codex of Conversations, Cleric of Nethys, Old Salt (acquired), Pyromaniac Mage, Death's Touch, Blessing of Nethys, Channel the Gift, Fly, Blessing of the Gods 4,
Displayed: Deck: 4 Discard: 9 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Start of turn: the hour of Cayden Cailean
Reveal Alise Grogblud (Pirate trait) to avoid location power combat damage
Give Alise Grogblud to Hayato (for start of turn Pirate trait)
Alise Grogblud:
Loot Ally 5
Traits: Human, Rogue, Pirate
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.
Stay at Lucrehold
Amaryllis finds Hayato as they approach the Fort. She continues to follow Alise who guides her through the thick foliage of the Lucrehold.
Free explore of card #1
Jellyfish Swarm:
Monster 2
Traits
Animal
Aquatic
Swarm
Check
Combat
16
OR
Dexterity
Acrobatics
10
Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Discard Life Leech and Blessing of Pharasma Combat 16:3d12 + 6 + 2d4 ⇒ (5, 11, 2) + 6 + (4, 2) = 30 defeated by more than 4, banished Shuffle 1d4+1 random cards from discard:1d4 + 1 ⇒ (1) + 1 = 2 Pyromaniac Mage and Blessing of Nethys Spell Recharge - Arcane 15:1d12 + 6 ⇒ (4) + 6 = 10 discarded
Alise halts the expedition and sits down, unloading a satchel full of jellyfish. "Everyone grab some and eat. We will need our energy for the upcoming conflict." Amaryllis finds the strange pirate a little unbelievable but digs in nonetheless, grimacing over the strange texture of the jellyfish. After the small party eats their fill and not a morsel remains, Amaryllis feels her strength rejuvenated. Perhaphs the odd rogue pirate was right after all.
Discard Blessing of the Gods 2 to explore card #2
Helpful Haversack:
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Dexterity 6:1d8 + 2 ⇒ (8) + 2 = 10 acquired
As the party sets out again, Amaryllis realizes Alise has left her satchel behind. She grabs it and follows along.
Discard Blessing of the Gods 3 to explore card #3
Hyapatia:
Villain Monster 6
Traits
Lamia
Sorcerer
Check
Combat
28
THEN
Combat
28
Powers
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Since there are two characters at this location, a random character at this location take 2 combat damage (Cloudburst and Evocation Staff in hand)
1-Amaryllis, 2-Hayato:1d2 ⇒ 2Hayato takes 2 combat damage Hyapatia is evaded, shuffle location deck
Amaryllis hears a slithering sound through the foliage and Hayato is suddenly struck by a lightning-fast attack. A lamia sorceress retreats back into the foliage.
Reset hand and end turn
Amaryllis wrote:
Hand: Helpful Haversack (acquired), Evocation Staff, Cloudburst, Codex of Conversations, Blessing of the Gods 4, Letter of Marque (Loot), Surgeon, Cleric of Nethys, Fire Snake, Scrying,
Displayed: Deck: 6 Discard: 7 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Powers
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Fortitude 9:1d8 + 3 ⇒ (5) + 3 = 8 failed, banished
Discard Ederleigh Baines to explore next card
Reveal Codex of Conversations to attempt recharge
Charisma 10:1d12 + 4 ⇒ (5) + 4 = 9 discarded
Potion of Healing:
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Auto-fail check to acquire, banish
As they get to the beach of the Lucrehold, Alise hands Amaryllis a set of shark skin armour and a potion. The armour is cumbersome and looks ill-fitting and the potion suspicious looking. Amaryllis thanks her but refuses. "Hope you don't come to regret that." Alise cackles at her.
Discard Pyromaniac Mage to explore next card
Reveal Codex of Conversations to attempt recharge
Charisma 13:1d12 + 4 ⇒ (2) + 4 = 6 discarded
Drowning Spikes Trap:
Barrier 1
Traits
Trap
Aquatic
Check
Dexterity
Disable
7
Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Discard Fire Snake to use Arcane skill and auto-succeed at check to defeat
Spell Recharge - Arcane 8:1d12 + 6 ⇒ (3) + 6 = 9 recharged
Amaryllis' mage companion calls the two over and points out a disguised trap that he had scouted out. The two use their arcane pyromancy to disable the trap and render it ineffective.
Attempt Fly recharge check
Arcane 10:1d12 + 6 ⇒ (11) + 6 = 17 recharged
Reset hand, shuffle player deck and end turn
Amaryllis wrote:
Hand: Life Leech, Evocation Staff, Cloudburst, Codex of Conversations, Alise Grogblud (Loot), Blessing of the Gods 3, Blessing of the Gods 4, Letter of Marque (Loot), Blessing of Pharasma 1, Blessing of the Gods 2,
Displayed: Deck: 8 Discard: 5 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Start of turn: Flip Blessing of Kelizandri
Reveal Surgeon, shuffle in random discarded card (Blessing of the Gods 3) and recharge Surgeon
Move to Torture Pit
Amaryllis barely escapes the onslaught of Draugrs at the fort. She takes to the air to scout for the party and realizes the wave of draugrs seems to be never-ending. She shouts a word of caution to the rest of her companions and flies to the warehouse. There she meets the ship's surgeon who patches her wounds. After poking around outside for a bit, she follows a trail of blood to an obvious torture camp. She decides to investigate further.
Free explore of card #1:
Benevolent Buckler:
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Fortitude 5:1d8 + 3 ⇒ (7) + 3 = 10 acquired
She finds an abandoned buckler and, judging by the look of the place, decides it a good idea to bring it with her.
Discard Scrying and name monster:
TP #1: Crimson Cogward (Ally 1)
TP #2: Shark-Eating Crab (Monster 4)
TP #3: Ederleight Baines (Ally 4)
Place Monster 4 on bottom of location deck, shuffle remaining cards Spell Recharge - Arcane 12:1d12 + 6 ⇒ (7) + 6 = 13 recharged
She consults her crystal ball and decides to avoid a particularly nasty looking crustacean.
Discard Blessing of Nethys to examine top 2 cards and encounter 1 (ignoring cards #1 and #3):
TP top card:1d9 + 1 ⇒ (5) + 1 = 6 Sweetlips and Scurvy (Villain Monster 6) TP top card:1d9 + 1 ⇒ (5) + 1 = 6 TP top card:1d9 + 1 ⇒ (3) + 1 = 4 Ederleigh Baines (Ally 4)
Encounter Ally
Ederleigh Baines:
Ally 4
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
10
Powers
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.
Charisma 10:1d12 + 4 ⇒ (9) + 4 = 13 acquired
Before she can even enter the pit, a bloodied and terrified pirate rogue comes rushing out and barrels into Amaryllis. She calms the man down and finds out that the instrument of all the torture going on in the pit is none other than 'Sweetlips' Vortheen and her wretched monkey 'Scurvy'. "The music was the worst part..." the man manages to stammer between trembles. "The tune will haunt my dreams!" The two of them hide until the coast is clear, looking for an opportunity to report to the rest of the party.
End of turn:
Attempt Death's Touch recharge check
Arcane 12:1d12 + 6 ⇒ (4) + 6 = 10 failed
Reset hand and shuffle player deck
Arcane 12:1d12 + 6 ⇒ (7) + 6 = 13 recharged
End of turn ATL power:
Fortitude 10:1d8 + 3 ⇒ (4) + 3 = 7 Failed. Bury top card of deck: Wand of Flying
End turn
Amaryllis wrote:
Hand: Life Leech, Evocation Staff, Cloudburst, Benevolent Buckler (acquired), Ederleigh Baines (acquired), Pyromaniac Mage, Fly, Codex of Conversations, Fire Snake, Alise Grogblud (Loot),
Displayed: Deck: 10 Discard: 3 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
At the start of Tarlin's turn discard Fly to examine top card of Lucrehold and Fort Hazard
Examined Cards:
Lucrehold card #1: Eel Skin Armor (Armor 4)
Fort Hazard card #1: Pearl of Magic (Item 6)
Hand: Life Leech, Evocation Staff, Cloudburst, Benevolent Buckler (acquired), Ederleigh Baines (acquired), Pyromaniac Mage, Codex of Conversations, Fire Snake, Alise Grogblud (Loot),
Displayed: Deck: 11 Discard: 3 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
At the start of Lini's turn:
Discard Blessing of the Gods for Lini's check
BYA combat check
Draugr Captain:
Henchman Monster 6
Traits
Undead
Pirate
Captain
Check
Combat
27
Powers
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Hand: Blessing of the Gods 3, Death's Touch, Life Leech, Scrying, Blessing of Nethys, Surgeon, Evocation Staff, Cloudburst, Blessing of the Gods 1, Channel the Gift,
Displayed: Deck: 12 Discard: 0 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
During Lini's turn:
Discard Blessing of the Gods for Lini's check
Discard Channel the Gift to search deck for Fly spell
Spell Recharge - Arcane 14:1d12 + 6 ⇒ (8) + 6 = 14 recharged
Discard Fly to examine top card of Murder Hole and Torture Pit and then move to Seaside Warehouse
Hand: Life Leech, Scrying, Blessing of Nethys, Surgeon, Evocation Staff, Cloudburst,
Displayed: Deck: 13 Discard: 3 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Swap in Channel the Gift for Dimension Leap for deck upgrade.
Amaryllis will start at Fort Hazard with everyone else.
Starting hand size:7 + 1d4 ⇒ 7 + (3) = 10
Amaryllis wrote:
Hand: Cleric of Nethys, Death's Touch, Blessing of the Gods 2, Pyromaniac Mage, Blessing of Pharasma 1, Letter of Marque (Loot), Blessing of the Gods 4, Alise Grogblud (Loot), Ataxian, Wand of Flying,
Displayed: Deck: 12 Discard: 0 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn: Recharge Blessing of the Gods for Tarlin's check (odd result)
Start of turn: Give Old Salt to Hayato
Move to Ruined Ampitheatre
Since Amaryllis doesn't have two attack spells in hand for the two combat checks, she will likely examine cards to attempt to find the villain and set up to help with close checks and villain combat.
Old Salt:
Ally C
Traits:
Human
Veteran
Powers:
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.
Hearing Mugslup has retreated to the ampitheatre, Amaryllis heads there to scout it out. She consults her crystal ball.
Discard Scrying and name monster
RA #1: Pirate Sniper (Monster 6)
RA #2: Phantom Fog (Barrier 5)
RA #3: Large Chest (Barrier B)
Put Monster on bottom of deck, shuffle remaining cards in location deck Spell Recharge - Arcane 12:1d12 + 6 ⇒ (9) + 6 = 15 recharged
Discard Blessing of Nethys to examine top two cards and encounter one (ignoring card #1)
RA top card:1d7 + 1 ⇒ (1) + 1 = 2 Phantom Fog
RA 2nd card:1d7 + 1 ⇒ (4) + 1 = 5 Blessing of Sivanah
Place Blessing on top and encounter
Blessing of Sivanah:
Blessing B
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Charisma 7:1d12 + 6 ⇒ (6) + 6 = 12 acquired
Discard Pyromaniac Mage to encounter Phantom Fog
Reveal Codex of Conversations to attempt ally recharge
Charisma 13:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Phantom Fog:
Barrier 5
Traits
Obstacle
Weather
Check
Wisdom
Survival
15
Powers
If undefeated, move to a random open location and shuffle this card into that location.
Discard Fire Snake to use Arcane skill, discard Blessing of Pharasma for two dice
Wisdom 15:3d12 + 6 ⇒ (11, 5, 10) + 6 = 32 defeated, banished Spell Recharge - Arcane 8:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Amaryllis sees a pirate dragging a heavy chest. She is entranced as she watches the pirate being entirely enveloped in a dark fog. She comes out of the trance with a start as she realizes the same fog is rolling in across the deck of the ship. With the help of her pyromancer friend and her arcane fire snake, they manage to clear most of the fog and allow the ship to pass safely through. Amaryllis takes to the sky to scout ahead.
Discard Fly to examine top card of Ruined Ampitheatre (random ignoring 1, 2 & 5) and Ghol-Gan Ruins
RA top card:1d6 + 2 ⇒ (2) + 2 = 4Mugslup (Villain Monster 6)
GGR top card: Skeleton Crew (Spell 3)
Move to Ghol-Gan Ruins Spell Recharge - Arcane 10:1d12 + 6 ⇒ (7) + 6 = 13 recharged
Recharge Blessing of Sivanah to encounter Skeleton Crew spell
Skeleton Crew:
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Auto-acquire with Arcane skill (1d12+6)
Amaryllis sees the giant Mugslup camped out at the ampitheatre. She heads to the ruins to meet up with Hayato in an attempt to corner the giant in a pincer-style move.
Free discard of Skeleton Crew, Dimension Leap and Life Leech
Attempt spell recharge of Skeleton Crew Arcane 9:1d12 + 6 ⇒ (3) + 6 = 9 recharged
Reset hand, shuffle player deck
Attempt spell recharge of Dimension Leap Arcane 12:1d12 + 6 ⇒ (1) + 6 = 7 remains in discard
End turn
Amaryllis wrote:
Hand: Codex of Conversations, Surgeon, Blessing of the Gods 2, Cleric of Nethys, Blessing of the Gods 3, Death's Touch, Ataxian, Blessing of the Gods 4, Wand of Flying, Cloudburst, Letter of Marque (Loot),
Displayed: Deck: 7 Discard: 6 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Starting turn under the Blessing of Geryon
Free explore of Great Stone Bridge card #1:
Brineborn Giant:
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
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.
Reveal Cloudburst to ignore BYA power and use Arcane skill for combat check, discard BotGods for extra die
Combat 22:2d12 + 6 + 3d6 ⇒ (12, 11) + 6 + (5, 6, 4) = 44 defeated
Even result so blessing is discarded
Scenario power allows one random recharge from discard pile: Dimension Leap
Attempt location close check:
Discard BotGods to add d12
Dexterity 10:1d8 + 2 + 1d12 ⇒ (2) + 2 + (8) = 12 Location closed
Even result so blessing is discarded
Choose not to bury cards for WPC power
Cloudburst moves Amaryllis to Teleportation Chamber Spell Recharge - Arcane 13:1d12 + 6 ⇒ (7) + 6 = 13 recharged
Aric and Amaryllis stand stunned for a moment as the massive form of the giant rises over the side of the bridge. It raises a heavy club and brings it down toward them but both manage to dive out of the way in time. Dark clouds begin to form overhead as Amaryllis summons a lightning storm over the giant. The wind whips her up and carries her out of the reach of the giant's club as several bolts of lightning strike the massive creature and char it from the inside out. It slumps lifeless to the riverbed below. The wind whips Amaryllis and carries her off to a strange chamber.
Discard Ataxian to explore Teleportation Chamber card #1
Reveal Codex of Conversations and auto-succeed at ally recharge attempt
Raise Dead:
Spell 5
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Auto-fail check to acquire, banish
As Amaryllis arrives at the chamber, a pixie is suddenly teleported in. He flies away in a loopy, haphazard way but drops a small piece of parchment. Amaryllis calls out after him but he is either unable to hear or incomprehensibly drunk. Amaryllis can make no sense of the parchment and tosses it.
Discard Alise Grogblud to explore card #2:
Audessa Reyquio:
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Next out of the chamber comes a woman who is very obviously disoriented. Amaryllis approaches her to calm her down but she will not listen. She pushes Amaryllis to the side and runs off into the trees.
Discard Blessing of Nethys to examine top 2 card and encounter 1: Brineborn Giant (Henchman Monster 6) and Cyclops (Monster 4)
Place henchman on top of location
Brineborn Giant:
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
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.
Discard Life Leech, recharge Pyromaniac Mage to add 1d6+1, Request Tarlin recharge his Blessing of Iomedae for extra die Combat 22:2d12 + 6 + 2d4 + 1d6 + 1 ⇒ (10, 7) + 6 + (1, 1) + (2) + 1 = 28 defeated
Shuffle in random discarded card for defeating a giant: Blessing of Nethys Shuffle in 1d4+1 random cards for Life Leech power:1d4 + 1 ⇒ (2) + 1 = 3 Blessing of Pharasma 1, Blessing of the Gods 2, Blessing of the Gods 4 Spell Recharge - Arcane 15:1d12 + 6 ⇒ (7) + 6 = 13 discarded
Location close check:
Examine top card of random open location 1 - Ghol-Gan, 2 - Ruined Ampitheater, 3 - Scar Bay:1d3 ⇒ 1 Invigorating Kukri +1 (Weapon 4) Location closed!
Amaryllis was enjoying sitting and watching the spontaneity of random people appearing from the chamber until she felt the all-too-familiar tremble of giant steps. She rose to her feet as the giant appeared over the trees. The giant lunged at her but she leapt into a forward handspring, getting in close to the giant's feet. She was almost stomped flat but was able to place a life-draining hand on the leg of the giant. As the grey hue of lifeless flesh moved its way up the giant's body, the monster dropped to its knees and then fell forward, dead. The hum of the teleporation device starts up again and Amaryllis stares with apprehension about who will come from it next. The machine stops and a sharp knife is the only thing that appears. Amaryllis sighs with relief.
Bury Wand of Flying to examine the top card of Ruined Ampitheater and Scar Bay
RA #1: Phantom Fog (Barrier 5)
SB #1: Pirate Entertainments (Barrier 2)
Move to Ghol-Gan Ruins Wand Recharge - Arcane 12:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Amaryllis takes to the sky, headed toward the ruins. the ships surgeon has been exploring the history of the place and takes a moment to patch up Amaryllis' wounds.
Reveal Surgeon to shuffle in random discarded card: Life Leech, recharge Surgeon
Reset hand and end turn
Amaryllis wrote:
Hand: Codex of Conversations, Blessing of Nethys, Pyromaniac Mage, Blessing of the Gods 1, Life Leech, Blessing of Pharasma 1, Old Salt (acquired), Fire Snake, Fly, Dimension Leap, Scrying,
Displayed: Deck: 10 Discard: 2 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Great Stone Bridge location closed
Tarlin recharges Blessing of Iomedae Teleportation Chamber closed
Examined top card of Ghol-Gan Ruins
Examined top card of Ruined Ampitheatre and Scar Bay
Start of turn: the hour of Cayden Cailean
Discard Dimension Leap for BYA damage from Brineborn Giant
Move to Great Stone Bridge
Amaryllis gratefully accepts a hand up from Hayato after the Brineborn Giant sent her flying. She surveys the scene and can't help but be impressed at the martial prowess of the samurai. She makes her way across the Great Stone Bridge in search of the Shrouded Queen that has been plaguing her dreams.
Discard Scrying and name Monster to examine the top three cards of the location deck:
GSB #1: Saltbox (Weapon 4)
GSB #2: Distance Musket +1 (Weapon 6)
GSB #3: Pirate Entertainments (Barrier 2) Shuffle location deck Spell Recharge - Arcane 12:1d12 + 6 ⇒ (10) + 6 = 16 recharged
Free explore of random top card:
Random top card:1d10 ⇒ 7
Blood Hag:
Monster 3
Traits
Hag
Check
Combat
15
Powers
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Discard Death's Touch to automatically defeat
Spell Recharge - Arcane 12:1d12 + 6 ⇒ (4) + 6 = 10 discarded
Discard Fly, Blessing of Pharasma, and Evocation Staff for Fire Damage
As Amaryllis crosses the bridge, she is jumped by a Blood Hag. Before the hag can curse her, Amaryllis reaches out with a deathly touch and removes the life from the creature. The hag bursts into flames and burns Amaryllis in its death throws.
Discard Cleric of Nethys to examine top two cards(ignoring 7)
Reveal Codex of Conversations to attempt recharge
Charisma 9:1d12 + 6 ⇒ (9) + 6 = 15 recharged Random top card:1d10 ⇒ 10 Old Salt (Ally C) Random 2nd card:1d10 ⇒ 1 Saltbox (Weapon 4)
Place Old Salt on top, then Saltbox, then encounter Old Salt
Old Salt:
Ally C
Traits
Human
Veteran
Check
Charisma
Diplomacy
7
Powers
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.
Auto-acquire with Charisma skill
Discard Old Salt to encounter Saltbox
Reveal Codex of Conversations to attempt recharge
Charisma 7:1d12 + 6 ⇒ (1) + 6 = 7 recharged
Saltbox:
Weapon 4
Traits
Firearm
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Auto-fail check to acquire
Amaryllis is approached by a grisled-looking man with a weapon in hand. She readies her next attack spell but the man shouts, "I mean no harm to you! Please, take this weapon, it is a family heirloom but it is the least I can do for you for taking care of that terrible hag that's been plaguing our bridge." Amaryllis refuses to take the weapon seeing that it has been in the family for generations. "Well, it hasn't really been in my family. That horrible hag was my wife and its her family pistol. But I'll gladly keep it and explore the world with my new-found freedom!" He shouts joyfully as he skips away.
Attempt Fly spell recharge
Arcane 10:1d12 + 6 ⇒ (9) + 6 = 15 recharged
Reset hand then shuffle player deck
Attempt Death's Touch spell recharge
Arcane 12:1d12 + 6 ⇒ (8) + 6 = 14 recharged
End turn
Amaryllis wrote:
Hand: Codex of Conversations, Wand of Flying, Life Leech, Blessing of the Gods 4, Blessing of the Gods 2, Blessing of Nethys, Ataxian, Surgeon, Alise Grogblud (Loot), Cloudburst, Pyromaniac Mage,
Displayed: Deck: 9 Discard: 3 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Blessing of the Gods swapped in for Blessing of Pharasma
Amaryllis will start at Eye of Serenity Scenario Hand Size Increase:7 + 1d4 ⇒ 7 + (4) = 11 uh oh.
Amaryllis wrote:
Hand: Codex of Conversations, Fly, Scrying, Blessing of the Gods 4, Blessing of Pharasma 1, Blessing of Nethys, Death's Touch, Evocation Staff, Dimension Leap, Cloudburst, Cleric of Nethys,
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ X ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn hand update
Recharge Blessing of Pharasma and Scrying as per Tarlin's check
Amaryllis wrote:
Hand: Life Leech, Ataxian, Pyromaniac Mage, Dimension Leap, Wand of Flying, Blessing of the Gods 1,
Displayed: Coral Golem,
Deck: 15 Discard: 3 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Amaryllis and crew poke around at Scar Bay to see what they can stir up.
Free explore of card #1:
Coral Golem:
Monster 4
Traits
Construct
Golem
Check
Combat
19
Powers
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
No attack spells allowed so auto-fail combat check with d6 Strength
Discard Cloudburst and Codex of Conversations for damage
Display Coral Golem next to player deck
Shuffle location deck
A loud CRUNCH echoes out into the bay as the ship strikes a rather large mass of coral. Perplexed, Amaryllis wonders why none of the crew noticed the particularly shallow water when suddenly the coral mounts the side of the ship and begins climbing it. In vain Amaryllis attempts to strike the creature with a lightning bolt but it has no effect. The crew scramble to deal with the menace.
Attempt Cloudburst spell recharge:
Arcane 13:1d12 + 6 ⇒ (11) + 6 = 17 recharged
Reset hand, shuffle player deck and end turn
Bury top of deck (Crimson Cogward) for Coral Golem power
Amaryllis wrote:
Hand: Life Leech, Ataxian, Blessing of Pharasma 1, Scrying, Pyromaniac Mage, Dimension Leap, Wand of Flying, Blessing of the Gods 1,
Displayed: Coral Golem,
Deck: 13 Discard: 3 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
At the start of Tarlin's turn, discard Scrying to name Monster and examine the top 3 cards of Scar Bay (only 3 cards left so all will be examined even though the location deck was shuffled):
SB#1: Skeleton Anchor (Item 4)
SB#2: Dweller in the Deeps (Monster 6)
SB#3: Enemy Ship (Henchman Barrier C)
Place Dweller in the Deeps on the bottom of the location deck, shuffle the remaining cards.
Spell Recharge - Arcane 12:1d12 + 6 ⇒ (4) + 6 = 10 discarded
Amaryllis wrote:
Hand: Life Leech, Ataxian, Blessing of Pharasma 1, Pyromaniac Mage, Dimension Leap, Wand of Flying, Blessing of the Gods 1,
Displayed: Coral Golem,
Deck: 13 Discard: 4 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn: Combat damage from Bakekujira:1d4 ⇒ 4
Discard Dimension Leap, Crimson Cogward, Alise Grogblud, Fire Snake
Recharge Blessing of Pharasma for Tarlin's check & recharge random card from discard: Fire Snake
Shuffle in 4 random cards from discard (Thanks, Tarlin!): Blessing of Kelizandri, Dimension Leap, Alise Grogblud, Crimson Cogward
Amaryllis wrote:
Hand: Codex of Conversations, Cloudburst,
Displayed: Deck: 21 Discard: 2 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Hinsin has agreed to join the cause and walks around the deck with a swagger attempting to bring spirits up despite the inevitable dark cloud of the Chellish navy approaching.
Free explore of Pinnacle Atoll card #1:
Norgorber Cultist:
Monster 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings deck.
Suddenly, a dark-robed figure springs up behind Hinsin with a blade to his throat. "This ship makes hard for starboard or your well-coifed companion gets it" he hisses. Amaryllis approaches with hands raised in surrender and attempts to talk the man down. Hinsin fidgets nervously with the blade pressed against his clean shaven neck. As Amaryllis gets within arms' reach, the cultist trips over a bucket while backing away. She seizes her chance and places one hand on the man's arm. The grey scale of death spreads over the cultist's skin and he drops both Hinsin and the blade. Hinsin gasps a breath of relief and curses Amaryllis up and down for putting his life in danger.
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Charisma 7:1d12 + 4 ⇒ (6) + 4 = 10 acquired
Discard Blessing of Sivanah to explore card #3:
Enemy Ship:
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.
Random Ship:1d14 ⇒ 3
Man's Promise:
Ship 1
Class 1
Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8
When Encountered
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.
Check to Repair
Craft
6
When Commanding (Wrecked)
Other characters may not move with this ship.
Discard Blessing of Kelizandri to add a die
Charisma 8+3=11:2d12 + 4 ⇒ (7, 3) + 4 = 14 defeated Plunder:1d6 ⇒ 4 add an Item
Chose not to seize ship
Discard a card from the blessings deck to close location
WPC location power: Stash a plunder card:1d6 ⇒ 3 add an Armor
As the man slumps to the floor a ships sails appear in the distance. Amaryllis peers over the side of the ship and sees a lifeboat tied to the rail with a grappling hook. I guess that's where the cultist came from. She shouts to the crew to bring the ship about and fire on the approaching ship. No doubt they're on their way to inquire about their missing cultist. As cannonballs pelt the incoming ship, they decide its not worth the fight and beat a hasty retreat.
Bury Letter of Marque to add Random Allies:1d4 + 1 ⇒ (2) + 1 = 3 to the location
Encounter top card:
Crimson Cogward:
Ally 1
Traits
Human
Rogue
Pirate
Check
Strength
Melee
6
OR
Charisma
Diplomacy
7
Powers
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Charisma 7:1d12 + 4 ⇒ (6) + 4 = 10 acquired
Crimson Cogward approaches Amaryllis and gives her a slap on the back, "Well done with that lot, I reckon! Proud to call ye me captain, says I!"
Reset hand, shuffle player deck and end turn
Amaryllis wrote:
Hand: Fire Snake, Crimson Cogward (acquired), Blessing of Pharasma 1, Alise Grogblud (Loot), Fly, Codex of Conversations, Cloudburst, Dimension Leap,
Displayed: Deck: 14 Discard: 3 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
At the start of Tarlin's turn, Amaryllis will discard Fly to examine the top card of Scar Bay and Shark Island:
Examined Cards:
SB #1:Ambush (Barrier B)
SI #1:Gargiya (Monster 6)
Amaryllis moves to Scar Bay Spell Recharge - Arcane 10:1d12 + 6 ⇒ (7) + 6 = 13 recharged
Hand updated:
Amaryllis wrote:
Hand: Fire Snake, Crimson Cogward (acquired), Blessing of Pharasma 1, Alise Grogblud (Loot), Codex of Conversations, Cloudburst, Dimension Leap,
Displayed: Deck: 15 Discard: 3 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Amaryllis flies through the air scouting ahead for Chellish ships.
Discard Fly to examine the top card of Pinnacle Atoll and Fringes of the Eye
PA #1: Pearl of Wisdom (Item B)
FotE #1: Blessing of Milani (Blessing B) Spell Recharge - Arcane 10:1d12 + 6 ⇒ (5) + 6 = 11 recharged
Encounter top card
Pearl of Wisdom:
Item B
Traits
Object
Magic
Check
Wisdom
7
Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Auto-fail check to acquire, banish
Amaryllis scans the horizon but doesn't see any sign of the Chellish navy. From this vantage point she sees the glint of a pearl at the bottom of the bay but pays it no mind.
Discard Cleric of Nethys to examine top two cards:
PA#2: Blessing of Kelizandri (Blessing 3)
PA#3: Heartbreak Hinsin (Ally B)
Reveal Codex of Conversations to attempt ally recharge
Charisma 9:1d12 + 4 ⇒ (1) + 4 = 5 discard
Place Blessing on top and encounter
Blessing of Kelizandri:
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
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.
Constitution 5:1d8 + 1 ⇒ (7) + 1 = 8 acquired
Discard Ataxian to explore card #3
Reveal Codex of Conversations and auto-succeed (1d12+4 for a Charisma 4) at check to recharge
Heartbreak Hinsin:
Ally B
Traits
Human
Aristocrat
Pirate
Check
Dexterity
Disable
4
THEN
Charisma
Diplomacy
7
Powers
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Hand: Fire Snake, Blessing of Kelizandri (acquired), Blessing of Pharasma 1, Alise Grogblud (Loot), Heartbreak Hinsin (acquired), Codex of Conversations, Letter of Marque (Loot), Death's Touch,
Displayed: Deck: 15 Discard: 1 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Swapping Death's Touch (Spell 5) for Ice and Fire (Spell 3)
Swapping in Alise Grogblud (Loot Ally 5) for Vampire Bat (Ally 4)
Amaryllis will start at Pinnacle Atoll Increased starting hand size:7 + 1d4 ⇒ 7 + (1) = 8
Amaryllis wrote:
Hand: Fire Snake, Fly, Blessing of Pharasma 1, Alise Grogblud (Loot), Cleric of Nethys, Codex of Conversations, Letter of Marque (Loot), Ataxian,
Displayed: Deck: 14 Discard: 0 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
0-6A Tier Reward:
Skill Feat: Constitution [ X ] +1
0-6A Deck Upgrage: Spell 5:1d1 ⇒ 1 Spell 4:1d1 ⇒ 1
I would take either spell upgrade so if someone wants one in particular, feel free to take it.
Since I banished an item last scenario, I will add Codex of Conversations (Item 4) and then swap in Letter of Marque (Loot Item 3) for Wand of Treasure Finding (Item 4)
Amaryllis to interrupt with her off-turn checks? lol
Recharge 4 random cards from discard (Thanks, Tarlin!):
BotGods2, Helpful Haversack, BoNethys, Cleric of Nethys
Discard BoPharasma for first combat check
Shuffle Enervating Pistol +3 into deck for second combat check
Amaryllis wrote:
Hand: Evocation Staff, Pyromaniac Mage, Vampire Bat, Cloudburst,
Displayed: Deck: 12 Discard: 6 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6A: Y
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn: Amaryllis discards BotGods for Lini's check
Start of turn: the hour of Kelizandri
Move to Mancatcher Cove
Amaryllis searches the Ghol-Gan briefly but is unable to track the pirate. She heads over to Mancatcher Cove to looks for any trace of him.
Bury Wand of Treasure Finding to search for a weapon, item or armour
MC card #1: Cryptic Runes (Henchman Barrier 3) (that's unfortunate)
MC card #2: Sea Troll (Monster 5)
MC card #3: Cut-Throat Grok (Ally 1)
MC card #4: Lusca (Monster 6)
MC card #5: Flaming Longbow +2 (Weapon 5)
Place Weapon on top and shuffle remaining cards in deck
Wand Recharge - Arcane 8:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Free explore of top card
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Auto-fail check to acquire, banish
Amaryllis reveals her treasure finding wand in the hopes that where there is treasure, there are runes and clues that need deciphering. She finds an impressive looking longbow but leaves it be. With a pistol in one hand and a wand in the other, she continues searching the cove.
Discard Cleric of Nethys to examine top two cards (ignoring 1 and 6 from last update):
MC random top card:1d7 + 1 ⇒ (6) + 1 = 7 Symbol of Insanity (Barrier 4) MC random 2nd card:1d7 + 1 ⇒ (2) + 1 = 3 Sea Troll (Monster 5)
Place Sea Troll on top and encounter
Sea Troll:
Monster 5
Traits
Troll
Aquatic
Check
Combat
20
Powers
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Discard Cloudburst and recharge Pyromaniac Mage to add 1d6+1 and the Fire trait (+1d8)
Combat 20:1d12 + 6 + 3d6 + 1d6 + 1 + 1d8 ⇒ (8) + 6 + (5, 4, 6) + (1) + 1 + (8) = 39 defeated, banished Spell Recharge - Arcane 13:1d12 + 6 ⇒ (7) + 6 = 13 recharged
With Cloudburst, Amaryllis moves to Ghol-Gan Ruins
Amaryllis is blind-sided by an aquatic troll who sends her flying with a lunging tackle. Her mage companion begins blasting the troll with a cone of flame which allows Amaryllis the time to regain her composure and her footing. The clouds begin to darken and a wind whips up. Amaryllis' eyes go white and a streak of lightning flashes down to engulf the Sea Troll. The wind whips Amaryllis off her feet and carries her back to the Ghol-Gan ruins.
Reveal Surgeon to shuffle in random discarded card: Life Leech, then recharge Surgeon
Attempt Fly spell recharge:
Arcane 10:1d12 + 6 ⇒ (3) + 6 = 9
Reset hand then shuffle player deck
Arcane 10:1d12 + 6 ⇒ (10) + 6 = 16 recharged
End turn
Amaryllis wrote:
Hand: Dimension Leap, Evocation Staff, Enervating Pistol +3 (acquired), Pyromaniac Mage, Fire Snake, Wand of Treasure Finding, Blessing of Pharasma 2, Vampire Bat, Cloudburst,
Displayed: Deck: 7 Discard: 6 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Enervating Pistol can be shuffled in to reduce any combat check by 1d4+4. Dice re-roll used for 0-6A: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn: discard BotGods for Tarlin's check
Start of turn: the hour of Pharasma
Reveal Letter of Marque to avoid combat damage
Reveal Helpful Haversack to examine top card of player deck: Evocation Staff
Discard Haversack to draw card
The foliage gets increasingly thicker as Amaryllis traverses the Lucrehold. She checks her pack for some aid to cut through and ends up pulling out an entire staff. Ah well, at least now I have a walking stick, she muses to herself.
Free explore of card #1:
Tot Flask:
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it.
Auto-fail check to acquire
She hears the hollow sound of a can of some sort hit her foot mid-stride. She searches the ground but cannot find what she kicked and where it ended up. Perching herself on a rock, she once again consults her crystal ball for a clue as to where to find these runes or another clue to the puzzle.
Discard Scrying and name monster to examine the top three cards of the location deck:
Card #1: Pirate Guard (Monster 4)
Card #2: Eel Skin Armor (Armor 4)
Card #3: Teleportation Trap (Barrier 6)
Place Pirate Guard on bottom of deck, shuffle remaining cards in location Spell Recharge - Arcane 12:1d12 + 6 ⇒ (8) + 6 = 14 recharged
The vision she sees is the same pirate guard she avoided before, but this time he's dressed in eel-skin armour and prepping what appears to be an arcane trap. She decides to investigate.
Recharge BoPharasma to explore next card (ignoring 1 and 2 is on the bottom)
Random top card:1d5 + 2 ⇒ (4) + 2 = 6
Cryptic Runes:
Henchman Barrier 3
Traits
Cache
Trap
Alchemical
Check
Intelligence
Craft
Knowledge
10
Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Discard Fire Snake to use Arcane skill, request Tarlin recharges his Blessing of Pharasma for 2 extra dice
Intelligence 10:3d12 + 6 ⇒ (9, 7, 10) + 6 = 32 defeated Spell Recharge - Arcane 8:1d12 + 6 ⇒ (11) + 6 = 17 recharged
Banish Letter of Marque (Gem of Mental Acuity) to close location
Amaryllis stumbles upon a cryptic rune near the teleportation trap she foresaw but the pirate is no where to be found. She employs her keen arcane sense to decipher the rune and the humming of the trap ceases. Satisfied she has cleared the threats at the Lucrehold, she sets out after that eel-skinned pirate. She takes off into the air to see if she can spot him.
Discard Fly to examine top card of [b]Ghol-Gan Ruins and Mancatcher Cove:
GGR card #1: Blessing of Sivanah (Blessing C)
MC card #1: Pearl of Wisdom (Item B) Spell Recharge - Arcane 10:1d12 + 6 ⇒ (1) + 6 = 7 discarded
Move to Ghol-Gan Ruins
No sign of the pirate anywhere. She decides to head to the Ghol-Gan Ruins to see if there's any trace of him.
Fly Recharge - Arcane 10:1d12 + 6 ⇒ (3) + 6 = 9
Reset hand
Fly Recharge - Arcane 10:1d12 + 6 ⇒ (1) + 6 = 7 remains in discard
Shuffle player deck and end turn
Amaryllis wrote:
Hand: Blessing of the Gods 3, Cloudburst, Enervating Pistol +3 (acquired), Evocation Staff, Cleric of Nethys, Surgeon, Pyromaniac Mage, Dimension Leap, Wand of Treasure Finding,
Displayed: Deck: 7 Discard: 6 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Enervating Pistol can be shuffled in to reduce any combat check by 1d4+4. Dice re-roll used for 0-6A: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Start of turn: the hour of Achaekek
Reveal Letter of Marque to avoid combat damage
Free explore of card #1:
Helpful Haversack:
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Dexterity 6:1d8 + 2 ⇒ (6) + 2 = 8 acquired
Amaryllis finds the satchel where she spied it and opens it to find it has some lovely looking things inside. In fact, the things look very familiar... They're her own things! Suddenly the bag is on her back. Things just got a little strange...
She consults her crystal ball before continuing further into the Lucrehold.
Discard Scrying and name monster
Card #1: Pirate Guard (Monster 4)
Card #2: Enervating Pistol +3 (Weapon 6)
Card #3: Tot Flask (Item B)
Place Pirate Guard on the bottom of the location deck
Shuffle the remaining cards Spell Recharge - Arcane 12:1d12 + 6 ⇒ (4) + 6 = 10 discarded
Discard Vampire Bat to explore next card in deck (ignoring 1 and 2 is on the bottom):
Random top card:1d7 + 2 ⇒ (3) + 2 = 5
Sea Serpent:
Monster 5
Traits
Animal
Aquatic
Check
Combat
21
Powers
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.
Discard Life Leech and BoPharasma for 2 dice
Combat 21:3d12 + 6 + 2d4 ⇒ (7, 6, 4) + 6 + (3, 4) = 30 defeated Shuffle 1d4+1 random cards from discard:1d4 + 1 ⇒ (4) + 1 = 5 all 3 discarded cards Spell Recharge - Arcane 15:1d12 + 6 ⇒ (8) + 6 = 14 discarded
Amaryllis sees a pirate standing guard on one side of the island and decides to head through the shallows the other way. Up from the deep springs a sea serpent intent on a halfling snack. As the creature lunges at her, she places a hand on its scales and watches the life slowly drain from it.
Discard BoNethys to examine top two cards (ignoring 1, 2 and 5) and put them back in any order, then explore
Top card:1d7 + 2 ⇒ (2) + 2 = 4 Tot Flask (Item B) 2nd card:1d7 + 2 ⇒ (2) + 2 = 4 2nd card:1d7 + 2 ⇒ (3) + 2 = 5 2nd card:1d7 + 2 ⇒ (1) + 2 = 3 Enervating Pistol +3 (Weapon 6)
Place Weapon on top then Item, then encounter Weapon
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Discard BotGods for extra d12
Dexterity 15:1d8 + 2 + 1d12 ⇒ (5) + 2 + (12) = 19 acquired!
Amaryllis rummages through her new bag to find her wand and instead pulls out one of the most gorgeous pistols she's ever seen! What sort of magic does this bag have to offer? She decides that keeping both would be worthwhile and continues on to the heart of the island.
Life Leech Recharge - Arcane 15:1d12 + 6 ⇒ (2) + 6 = 8
Reset hand
Life Leech Recharge - Arcane 15:1d12 + 6 ⇒ (2) + 6 = 8 remains in discard
End turn
Amaryllis wrote:
Hand: Helpful Haversack (acquired), Cloudburst, Enervating Pistol +3 (acquired), Blessing of the Gods 1, Letter of Marque (Loot), Fly, Scrying, Fire Snake, Blessing of Pharasma 2,
Displayed: Deck: 11 Discard: 3 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Enervating Pistol can be shuffled in to reduce any combat check by 1d4+4. Dice re-roll used for 0-6A: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn: discard BoPharasma and then recharge it by discarding second BoPharasma for Tarlin's checks.
Start of turn: the hour of Abadar
Reveal Surgeon to shuffle in BoPharasma then recharge
Move to Lucrehold
Free explore of card #1:
Giant Jellyfish:
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Amaryllis steers the ship toward the Lucrehold but the wheel of the Kraken is jammed. Members of the crew dive in the water to investigate only to realize that a giant jellyfish has snarled the rudder with its tendrils. The crewmembers in the water begin to panic as the jellyfish draws closer to the ship. Amaryllis fires a blast of fire at the monster and with a hissss it penetrates the surface of the water and fries the billowing creature.
Bury Wand of Flying to examine top card of Lucrehold and Mancatcher Cove:
L top card: Helpful Haversack (Item 1)
MC top card: Symbol of Insanity (Barrier 4)
Remain at Lucrehold
Wand Recharge - Arcane 12:1d12 + 6 ⇒ (4) + 6 = 10 bury wand
Amaryllis reveals her wand of flying and takes off in the air to scout ahead for more jellyfish. None in sight but she sees an abandoned satchel at the Lucrehold and a strange pulsing symbol at the nearby Mancatcher Cove.
Reset hand, shuffle player deck and end turn
Amaryllis wrote:
Hand: Scrying, Cloudburst, Vampire Bat, Life Leech, Letter of Marque (Loot), Blessing of Pharasma 1, Blessing of the Gods 2, Blessing of Nethys, Blessing of Pharasma 2,
Displayed: Deck: 12 Discard: 0 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6A: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Amaryllis will start at Ghol-Gan Ruins Hand size increase this scenario:7 + 1d4 ⇒ 7 + (2) = 9
Amaryllis wrote:
Hand: Wand of Flying, Cloudburst, Ice and Fire, Life Leech, Letter of Marque (Loot), Blessing of Pharasma 1, Blessing of Pharasma 2, Surgeon, Pyromaniac Mage,
Displayed: Deck: 13 Discard: 0 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6A: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn: Pirate Entertainments
Discard Fire Snake to use Arcane skill and BotGods for extra dice
Strength (Arcane) 7+5=12:2d12 + 6 ⇒ (8, 7) + 6 = 21 defeated Spell Recharge - Arcane 8:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Start of turn: the hour of the Gods
Move to Shrine of Norgorber
Amaryllis heads back to the Shrine knowing what is waiting for her. The heinous aberration Incutilis. She prepares herself for combat.
Explore top card of location deck:
Incutilis:
Villain Monster 5
Traits
Aberration
Aquatic
Check
None
Powers
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Random monster:
Fever Sea Marauder:
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Amaryllis dodges the slashes of the Incutilus and gets in close to the creature. From this vantage point she can place a life-draining hand on the creatures side. As its life force is leeched, the aquatic monster shrivels to a dry husk of its former self.
Start of turn: the hour of the Gods
Move to Shrine of Norgorber (assuming Vrykolakas was placed on the bottom of the deck as per Hangouts discussion)
Amaryllis heads from the Jungle back to the Shrine thinking she forgot something.
Free explore of card #1:
Blessing of the Gods:
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Auto-acquire
Discard Fly to examine top card of Shrine of Norgorber: Spiny Eurypterid (Monster 5)
Remain at location
Spell Recharge - Arcane 10:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Discard BotGods to encounter:
Spiny Eurypterid:
Monster 5
Traits
Animal
Aquatic
Check
Combat
21
Powers
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Amaryllis stumbles upon a rather hungry looking sea-scorpion. The air fills with a static-like charge.
Lightning crackles all around the creature as it is fried to a crisp. Amaryllis reveals her Wand of Flying and heads back to the Jungle.
Bury Wand of Flying
Examine top card of Shrine:
SoN card #1: Werecrocodile (Monster 3) Move to Jungle Wand Recharge - Arcane 12:1d12 + 6 ⇒ (1) + 6 = 7 discarded
Attempt Scrying spell recharge:
Arcane 12:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Reset hand and shuffle player deck
Attempt Ice and Fire spell recharge:
Arcane 12:1d12 + 6 ⇒ (10) + 6 = 16 recharged
End turn
Amaryllis wrote:
Hand: Dimension Leap, Wand of Treasure Finding, Gem of Mental Acuity, Blessing of the Gods 4, Fire Snake, Cleric of Nethys, Surgeon, Blessing of Pharasma 1, Life Leech,
Displayed: Deck: 5 Discard: 9 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
At the start of Tarlin's turn, reveal Surgeon to shuffle in random discarded card: Merrill Pegsworthy then recharge Surgeon
Updated hand:
Amaryllis wrote:
Hand: Dimension Leap, Wand of Treasure Finding, Gem of Mental Acuity, Blessing of the Gods 4, Fire Snake, Cleric of Nethys, Blessing of Pharasma 1, Life Leech,
Displayed: Deck: 7 Discard: 8 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Start of turn: the hour of Abadar
Move to Shrine of Norgorber
On her way back up to the bridge, Amaryllis looks up and sees the Red Raven dispatching cretins left and right. She decides he has things well under control and heads back to the ship to take her to the Shrine of Norgorber.
Free explore of card #1:
Shackles Pirate:
Monster B
Traits
Human
Pirate
Veteran
Check
Combat
9
Powers
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.
As Amaryllis approaches the shrine she is rudely shoved by a pirate referring to her as "Myrtle". She tries to explain that he must have her mistaken for another pink-haired halfling but he is having none of it. Suddenly it comes to blows and the pirate has his sword raised to strike, Amaryllis cools him off with a icy arcane blast.
Discard BoNethys to examine top two cards:
SoN card #2: Hull Damage (Barrier 1)
SoN card #3: Blessing of Gorum (Blessing B)
Place BoGorum on top, then explore
Blessing of Gorum:
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
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.
Powers
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.
Discard Fire Snake to use Arcane skill and BotGods for 2 dice
Intelligence 6+5=11:3d12 + 6 ⇒ (11, 1, 3) + 6 = 21 defeated, banished Spell Recharge - Arcane 8:1d12 + 6 ⇒ (7) + 6 = 13 recharged
Confused by the previous encounter, Amaryllis heads back to the ship only to discover several pirates with brushes and buckets of tar in hand and the words "MYRTLE IS A " painted on the side of the Kraken. Annoyed, she shouts and lets loose a fiery serpent which chases the pirates and sends them scrambling in all directions. 'That's going to be a bit of work to scrape off,' she mutters to herself as she picks at a chunk of dried tar. Annoyed, she takes off in the air to see if she can follow any of the miscreants.
Bury Wand of Flying to examine the top card of Shrine of Norgorber and Great Stone Bridge(Cannot examine a Group 2 location as per Hangouts discussion; Top card of all other Group 1 locations is known)
SoN top card: Animanlbane Dagger +1 (Weapon 1) GSB top card: Cannoneer (Monster 3) Wand Recharge - Arcane 12:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Move to Great Stone BridgeJungle(Must move to a Group 1 location)
She finds no sign of the pirates except for a dagger one of them must have dropped in his haste. She does spy the cannoneer at the bridge setting up his cannon again and decides to head over to vent her frustration in his direction. Remembering the prowess of the Red Raven, she is confident he can handle the threats at the bridge and decides to investigate the Jungle.
Attempt Ice and Fire spell recharge
Arcane 12:1d12 + 6 ⇒ (5) + 6 = 11 remains in discard
Reset hand, shuffle player deck then attempt spell recharge
Arcane 12:1d12 + 6 ⇒ (1) + 6 = 7 remains in discard
End turn
Amaryllis wrote:
Hand: Dimension Leap, Heavy Crossbow (acquired), Gem of Mental Acuity, Wand of Treasure Finding, Cloudburst, Fly, Wand of Flying, Scrying, Life Leech,
Displayed: Deck: 5 Discard: 9 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
At the start of Tarlin's turn, cast Scrying and name Monster to examine top 3 cards of Shrine of Norgorber:
SoN card #1: Animalbane Dagger +1 (Weapon 1)
SoN card #1: Vrykolakas (Henchman Monster 5)
SoN card #1: Trident +2 (Weapon 3)
Leave Vrykolakas on top of deck. Shuffle remainder of the deck. Spell Recharge - Arcane 12:1d12 + 6 ⇒ (4) + 6 = 10 discarded
Amaryllis wrote:
Hand: Dimension Leap, Heavy Crossbow (acquired), Gem of Mental Acuity, Wand of Treasure Finding, Cloudburst, Fly, Wand of Flying, Life Leech,
Displayed: Deck: 5 Discard: 10 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Satisfied that the last remnants of charred spider have been cleaned up, Amaryllis heads toward the Great Stone Bridge.
Bury Wand of Flying to examine top card of GSB and Coastline:
GSB card #1: Cannoneer (Monster 3)
Coastline card #1:Protect (Spell 2)
Stay at GSB
Wand Recharge - Arcane 12:1d12 + 6 ⇒ (9) + 6 = 15 recharged
Bury Wand of Treasure Finding to examine deck for a weapon, item or armour:
GSB card #1: Cannoneer (Monster 3)
GSB card #2: Potion of Flying (Item 3) - place on top
Shuffle remainder of deck Wand Recharge - Arcane 8:1d12 + 6 ⇒ (10) + 6 = 16 recharged
Free encounter of top card:
Potion of Flying:
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
10
Powers
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.
Auto-fail check to acquire, banish.
Amaryllis sees a Cannoneer setting up at the bridge and preparing to fire a shot at their ship. She pulls out her wand to fry him on the spot and is jerked from her feet by the realization that she pulled her wand of treasure finding instead. The wand carries her over the side of the bridge to a ledge in the abutment on the underside where a small vial of liquid rests. 'No time to check what it is,' She thinks to herself, 'I have to stop that cannon!'
Discard Merrill Pegsworthy to explore random card #2 (igrnoring 2):
Random top card:1d10 ⇒ 6
Falcata +1:
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Auto-fail check to acquire, banish
Merrill reaches down from the side of the bridge and pulls Amaryllis back up. He hands her a sword and says, "Here, take this. I'll charge and you flank him!" Amaryllis politely declines his offering, knowing she has much more powerful options at her disposal.
Discard BoPharasma to explore next random card (ignoring 2 and 6):
Random top card:1d10 ⇒ 4
Sandbar:
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
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.
All (Group 2?) characters move to this location
Discard Fire Snake to use Arcane skill, discard BoPharasma for 2 extra dice
Strength 11 (Arcane):3d12 + 6 ⇒ (6, 11, 6) + 6 = 29 defeated, banished Spell Recharge - Arcane 8:1d12 + 6 ⇒ (12) + 6 = 18 recharged
Suddenly, shouts arise from the Blood Moon and a loud creaking sound as the ship comes to rest on a sandbar. "They're sitting ducks out there! Merrill shouts to Amaryllis. "You go help your friends, I'll take care of this hotshot!" Amaryllis hears the sound of a scuffle take place as she sprints toward the ship. With the help of Aric and the crew, they are able to free the ship from the sandbar. She takes a very brief breather before helping Merrill out with the cannoneer.
Attempt Scrying recharge check:
Spell Recharge - Arcane 12:1d12 + 6 ⇒ (6) + 6 = 12 recharged
Shuffle player deck
Reset hand and end turn
Amaryllis wrote:
Hand: Dimension Leap, Heavy Crossbow (acquired), Blessing of Nethys, Blessing of the Gods 3, Cloudburst, Ice and Fire, Wand of Flying, Surgeon, Fire Snake,
Displayed: Deck: 7 Discard: 6 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Cards 2, 4 and 6 have been banished from Great Stone Bridge
Amaryllis will use Surgeon to recharge a random card from her discard at next possible opportunity.
Updated hand:
Amaryllis wrote:
Hand: Dimension Leap, Heavy Crossbow (acquired), Blessing of Nethys, Blessing of the Gods 3, Cloudburst, Ice and Fire, Wand of Flying, Fire Snake,
Displayed: Deck: 9 Discard: 5 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.
Off-turn post: Blessing of Pharasma used on Tarlin's combat check
Amaryllis shuffles in Vampire Bat from discard
As per Hangouts discussion, Amaryllis is not in the same Group as Tarlin and therefore cannot discard a blessing for him to use. Hand remains as previously posted:
Amaryllis wrote:
Hand: Merrill Pegsworthy (acquired), Heavy Crossbow (acquired), Blessing of Pharasma 2, Blessing of the Gods 3, Fire Snake, Ice and Fire, Wand of Treasure Finding, Wand of Flying, Blessing of Pharasma 1,
Displayed: Deck: 9 Discard: 4 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: N
Sideboard cards:
Favored Card: Spell
Hand Size 6 [ X ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ X ] or any check), you may bury a card from your hand ( [ ] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ X ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.