Off turn: Move to Sea Fort with Damiel. Move to Sharkskin Reef with Ak. When Sharkskin Reef closes move to Murder Hole (with Ak?). At the start of Maznar's turn, reveal Fox to draw a card: Mountaineer
It is the hour of Achaekek
Augustille power: at the start of your turn, discard a card (Discard Repelling Pike +1), then examine the top card of your location (which is Murder Hole Card 2: Arronax Endymion); then you may examine the top card of another occupied location (which is Torture Pit Card 2: Kapre).
Start of Turn: Divine Fortune goes to Recovery
Move to: Torture Pit (bringing Ak along) Location Power: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
Free exploration
Torture Pit Card 2 is Kapre:
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Discard The All-Seeing Eye to examine top 2 of location: Dimension Leap and Blessing of Erastil, swap their order, then explore
Torture Pit Card 4 is Blessing of Erastil:
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Discard Pteranodon to move (together with Maznar and Ak) to Murder Hole. Then explore.
At This Location: The difficulty to defeat monsters is increased by 4.
Murder Hole Card 2 is Arronax Endymion:
SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Discard Pharasma's Knowing to draw 2 cards: The Lady of Mysteries and Nethys's Duality, then recharge 2 cards: Find Traps and Erastil. Then explore.
Murder Hole Card 3 is Drowning Devil:
SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Power: When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12: bury Erastil
Banish Arronax Endymion to succeed at your check to defeat (Combat 27+4=31) a henchman.
AYA Con 10, maznar, df:1d8 + 1d4 + 1 + 1d6 ⇒ (1) + (1) + 1 + (5) = 8 Spend 1 hero point to reroll - 3 hp remaining AYA Con 10, maznar, df:1d8 + 1d4 + 1 + 1d6 ⇒ (1) + (3) + 1 + (3) = 8 Use paizo tshirt to reroll d8 Con 10:7 + 1d8 ⇒ 7 + (5) = 12
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
Ruffian:
SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
At the start of Damiel's turn: Breath of Life on self healing:1d4 + 1 ⇒ (1) + 1 = 2 Recharge Breath of Life? Divine 15, maznar, df, headband:1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (10) + 6 + (3) + 1 + (5) + (1) = 26
"Board Status Most Recent BR Refresh Divine Fortune (Core) displayed by Maznar. Ship: Blood Moon
Notes for Maznar:Move to Murder Hole
Notes for Ak:May draw a card at the start of Maznar's turn.
Moved to Murder Hole when Sharkskin Reef closed. Then move to Torture Pit with Augustille. Then move to Murder Hole.
Displayed: Deck: 11 Discard: 2 Buried: 3
Current Location: Murder Hole
Hero Points: 3
Tshirt Reroll: Used
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Fox: recharge +1d4 to local Int/Wis
Mountaineer: reveal +2d8 for any Survival
Truthspeaker: +1d6 for local Wis/Divine
Nethys's Duality: On an Intelligence or a Wisdom check, freely discard to bless.
Achaekek: +2 dice on one check to defeat villain/henchman
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Divine Fortune, Boneshatter, Find Traps, Steal Soul, The Healing Light, Fortune-Teller, Aqueous Orb, Pteranodon, Wand of Restorative Touch, Pharasma's Knowing
Recharged: Breath of Life,
Discard Pile: Fly, The All-Seeing Eye, Buried Pile: Staff of Weather, Blessing of Erastil, Repelling Pike +1,
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☑ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is Sea Fort 1=Saltbox); then you may examine the top card of another occupied location (which is Rocky Cliff 1=Oni Mariner).
Display Divine Fortune by Augustille
Move to: Rocky Cliff Location Power: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
Free exploration
Rocky Cliff Card 1 is Oni Mariner:
SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Power: When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12. BURY STAFF OF WEATHER FROM BOTTOM OF DECK.
BYA random character, left to right on the tracker:1d6 ⇒ 4 Jirelle must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
Send Boneshatter to recovery; discard All-Seeing Eye to bless Ask Damiel to discard a card to add 1d6 and the Acid or Fire trait Combat 26, df, headband, damiel item:2d10 + 6 + 2d12 + 1d6 + 1d4 + 1d6 ⇒ (10, 9) + 6 + (11, 10) + (2) + (4) + (4) = 56
When Closing: Banish a boon. - BANISH PIERCE JERRELL
Check Rocky Cliff for the villain - nope - all cards there are banished.
Rocky Cliff is closed
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it. - examine Murder Hole 1=Sapphire Jellyfish. Banish it.
End turn: Augustille power - heal a card (All Seeing Eye is healed)
Notes for Damiel:discard a card (any) for Augustille Notes for Jirelle:must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. Notes for Ak:May draw a card on Maznar's turn by revealing an animal. Notes for Seltyiel:Heal for 3. Murder Hole 2-10 remain Maznar, Seltyiel - Sea Caves CLOSED Torture Pit 1-10 remain Sea Fort 1-10 remain // No Villain; 1=Saltbox Fort Hazard 1-10 remain Sharkskin Reef 1-10 remain Ak, Damiel, Augustille - Rocky Cliff CLOSED Jirelle - Riptide Cove 1-10 remain // No Villain"
Displayed:Divine Fortune,
Deck: 10 Discard: 2 Buried: 1
Current Location: Rocky Cliff
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Find Traps: +2 dice vs any barrier
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Breath of Life, Wand of Restorative Touch, The Healing Light, Steal Soul, Lyrune-Quah Truthspeaker, The Lady of Mysteries, Blessing of Achaekek, Nethys's Duality, Fortune-Teller, Mountaineer
Recharged: Discard Pile: Fly, Boneshatter, Buried Pile: Staff of Weather,
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☑ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
Displayed: Deck: 14 Discard: 0 Buried: 0
Current Location: Sea Fort
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Fly: examine top card of 2 locations; then local character may move.
Find Traps: +2 dice vs any barrier
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Healing Light, Repelling Pike +1, Nethys's Duality, Wand of Restorative Touch, Fortune-Teller, Vengeful Storm, The Lady of Mysteries, Breath of Life, Fox (Core), Lyrune-Quah Truthspeaker, Steal Soul
Recharged: Pharasma's Knowing, Mountaineer, Staff of Weather,
Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☑ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
My kid starts her week-long spring break today and we are going to visit Grandma. I'll still be able to post but likely with reduced frequency until after April 13. I appreciate your understanding.
Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is *all are known already*).
Move to: Shrine to Norgorber Location Power: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
Display Divine Fortune
Free exploration
Shrine to Norgorber Card 2 is Blasting Pistol +2:
SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Scenario Power: Before each exploration that is not your first of the turn, discard a card: discard Blasting Pistol
Shrine to Norgorber Card 3 is Blessing of Sivanah:
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Discard All-Seeing Eye to examine top two of the location: Giant Spyglass Octopus and Blessing of Abadar, swap their order, then explore
Scenario Power: Before each exploration that is not your first of the turn, discard a card: discard Repelling Pike
Shrine to Norgorber Card 5 is Blessing of Abadar:
SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
"Board Status Lucrehold When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5. Ship: Kraken Divine Fortune is displayed by Augustille
Notes for Jirelle:May draw a card at the start of Maznar's turn.
Heal 2 Notes for Ak:take 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead. Notes for Seltyiel:take 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead. Fort Hazard CLOSED Lucrehold CLOSED Maznar, Augustille - Shrine to Norgorber 6, 4 remain // 6=Cryptic Runes (closing henchman); 4=Giant Spyglass Octopus. Divine Fortune is currently displayed by Augustille here. Torture Pit 1-8 remain // 1=Teleportation Trap 2=Cannon Golem Damiel - Hall of Champions CLOSED 1-3 remain // Crossbow of Retribution plus 2 random weapons Murder Hole CLOSED Jirelle, Ak, Seltyiel - Tower CLOSED"
Displayed:Steal Soul, Divine Fortune, Angelic Armor,
Deck: 7 Discard: 5 Buried: 0
Current Location: Shrine to Norgorber
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune is displayed by Augustille (+1d6 to local checks)
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Wand of Restorative Touch, Fox (Core), The All-Seeing Eye, Find Traps, The Healing Light, Pharasma's Knowing
Recharged: Breath of Life,
Discard Pile: Fly, Mountaineer, Blasting Pistol +2, Repelling Pike +1, Nethys's Duality, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☑ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
Lucrehold: At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage. - reveal Alise.
Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is already known Draugr Captain); then you may examine the top card of another occupied location (which is n/a because all are already known).
Give card: Mountaineer to Damiel (feel free to give it back on your turn, or keep it)
Free exploration
Lucrehold Card 1 is Draugr Captain:
SS
Henchman 6
Type: Monster
Traits:
Undead
Pirate
Captain
To Defeat:
Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA recharge 8 cards (everything but Alise), then draw 8 cards.
Send Divine Blaze to Recovery Scenario Power: When you attempt a check against a bane, before the roll, replace your highest die with a d4. Combat 27, undead, pirate, headband, recharge Fox:1d4 + 6 + 4d8 + 2d4 + 1d4 + 1d4 ⇒ (4) + 6 + (7, 7, 5, 4) + (1, 2) + (3) + (2) = 41
Display Steal Soul
When Closing: Banish a card that has the Pirate trait.Banish Alise
Lucrehold is closed
Lucrehold When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
End turn: Augustille power - heal a card (Fly is healed)
"Board Status Most Recent BR Refresh Lucrehold When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5. Ship: Kraken
Notes for Damiel:Augustilled gave Mountaineer to Damiel (feel free to give it back on your turn, or keep it)
Notes for Ak:May draw a card on Maznar's turn.
Seltyiel - Fort Hazard CLOSED Augustille, Damiel, Jirelle, - Lucrehold CLOSED Shrine to Norgorber 1-10 remain // 1=Dire Shark 2=Sword Cane Pistol +2 Ak - Torture Pit 1-8 remain // 1=Teleportation Trap 2=Cannon Golem Maznar - Hall of Champions 1-10 remain // 1=Enervating Pistol +3 2=Flaming Longbow +2 Murder Hole CLOSED Tower 1-10 remain // 1=Corlan 2=Pirate Sniper"
Displayed:Steal Soul,
Deck: 10 Discard: 0 Buried: 0
Current Location: Lucrehold
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Fly: examine top card of 2 locations; then local character may move.
Breath of Life: global healing 1d4+1
Divine Fortune can be displayed by Augustille (+1d6 to local checks) - not useful right now unless he also uses Fly to move, which he can do as long as it's not in an encounter
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Fortune-Teller, The Healing Light, Fox (Core), Staff of Weather, Pharasma's Knowing, Wand of Restorative Touch, The Lady of Mysteries, Find Traps, Vengeful Storm
Recharged: Divine Blaze,
Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☑ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
Displayed: Deck: 11 Discard: 0 Buried: 0
Current Location: Hall of Champions
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Find Traps: +2 dice vs any barrier
Fly: examine top card of 2 locations; then local character may move.
Wand of Restorative Touch: local healing 1d4+1
Staff of Weather (reveal + discard a spell) +2d8 to any check by a character on a ship (this scenario only at Lucrehold)
Mountaineer: reveal +2d8 for any Survival
Healing Light: any check, discard to bless. If the character succeeds at the check, they heal a card.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Fox (Core), Aqueous Orb, Angelic Armor, Breath of Life, Vengeful Storm, Headband of Mental Superiority, Repelling Pike +1, The All-Seeing Eye, Divine Blaze, Divine Fortune, Steal Soul
Recharged: Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☑ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
It is the hour of Asmodeus Blessing 4 if anyone has a way to draw the hour
Ring of Regeneration: reveal to recharge a random card from discards: Nethys's Duality
Augustille power: at the start of your turn, discard a card (Discard Flaming Longbow +2), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is n/a).
Move to: Widowmaker
Free exploration: n/a
End turn: Augustille power - heal a card (Divine Blaze is healed)
Ring of Regeneration: reveal to recharge a random card from discards: The All-Seeing Eye
Displayed:Angelic Armor,
Deck: 12 Discard: 3 Buried: 0
Current Location: Widowmaker
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Mountaineer: reveal +2d8 for any Survival
Fox: recharge +1d4 to local Int/Wis
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Find Traps, Fortune-Teller, Staff of Weather, Wand of Restorative Touch, Nethys's Duality, Major Cure, Steal Soul, Pharasma's Knowing, Divine Fortune, Lyrune-quah Truthspeaker, Divine Blaze
Recharged: The All-Seeing Eye,
Discard Pile: The Lady of Mysteries, Flaming Longbow +2, The Healing Light, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
Start of Maz's turn: reveal Fox to draw a card: Ring of Regeneration
No guard check when Maz encounters Brinebones since Augustille is at a closed location
Posted a question in Discord about this but presuming that Augustille's (closed) location of Lonely Island still exists... Villain's BYA applies to which occupied location? 1=WI, 2=LI:1d2 ⇒ 1
Displayed:Angelic Armor,
Deck: 10 Discard: 4 Buried: 0
Current Location: Lonely Island
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Mountaineer: reveal +2d8 for any Survival
Fox: recharge +1d4 to local Int/Wis
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Staff of Weather, Pharasma's Knowing, Fortune-Teller, Lyrune-quah Truthspeaker, Steal Soul, Wand of Restorative Touch, Find Traps, Major Cure, Fly
Recharged: Divine Fortune,
Discard Pile: The All-Seeing Eye, The Lady of Mysteries, Nethys's Duality, Divine Blaze, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
I no longer see our game in Discord. Is that just me or anyone else? Would someone please send me the link/invite (id: abrahamz) so I can rejoin if I somehow accidentally left. Thanks!
Discard Mountaineer to evade Social Niceties, then Ak encounters it, with +1d4+6 from Augustille's power. (If defeated, you may bury a card to add a random ally from the box to your hand.)
Recharge Repelling Pike +1 to display Onigumo at Lonely Island, then move there, then examine top card (Grayflame Mace).
Discard Lady of Mysteries to draw 3 cards: Wand of Restorative Touch, Nethys's Duality, and Icy Prison; then recharge 3 cards: Icy Prison, Wand of Restorative Touch, Ring of Regeneration; then explore.
Lonely Island Card 1 is Grayflame Mace +2:
SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
Discard Nethys's Duality to examine top 2 cards of location: Powder Keg and Lightning Elemental; leave in the same order (unless Damiel wants them reversed)
Notes for Jirelle:May draw a card at the start of Maznar's turn. Notes for Ak:May draw a card at the start of Maznar's turn.
Ak heals 3 at the end of Maznar's turn.
Encounter Social Niceties with +1d4+6 (If defeated, you may bury a card to add a random ally from the box to your hand.)
Displayed:Angelic Armor,
Deck: 11 Discard: 4 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Mountaineer: reveal +2d8 for any Survival
Fox: recharge +1d4 to local Int/Wis
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Lyrune-quah Truthspeaker, Ring of Regeneration, Major Cure, Wand of Restorative Touch, Fortune-Teller, Staff of Weather, Fly, Pharasma's Knowing, Find Traps, Steal Soul
Recharged: Divine Fortune,
Discard Pile: The All-Seeing Eye, The Lady of Mysteries, Nethys's Duality, Divine Blaze, Buried Pile:
[spoiler=Skills and Powers]SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
Off turn: draw Pike at the start of Maz's turn. Send Major Cure to Recovery to heal Ak. Ak healing:1d4 + 1 ⇒ (2) + 1 = 3 Augustille also heals 1: Fortune Teller Recharge Major Cure? Divine 10, df, headband:1d10 + 6 + 1d6 + 1d4 ⇒ (5) + 6 + (6) + (3) = 20
It is the hour of Gods
Augustille power: at the start of your turn, discard a card (Discard Aqueous Orb), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is Lonely Island Card 1: Grayflame Mace +2).
Ring of Regeneration: recharge Aqueous Orb
Divine Fortune goes to Recovery
Move to: Widowmaker Isle, taking the rest of the crew with me Location Power: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Free exploration
Widowmaker Isle Card 1 is Spiny Eurypterid:
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
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.
Discard All-Seeing Eye to examine top 2 cards, decide whether to swap the order, then explore
Widowmaker Isle Card 2 is Social Niceties:
SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
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.
Widowmaker Isle Card 3 is Pirate Entertainments:
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
SS-B, SS-C henchman (monster)
HumanPirateVeteran
Check to defeat
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.
I goofed on my turn - misread Damiel's location as Windward Isle when it was actually Widowmaker Isle (c'mon paizo, you could have helped me avoid this!). Implications of this goof:
1) I could have examined the top card of Widowmaker, not Windward. No point now in retconning the examine of Widowmaker, but it does mean that I could not have encountered the Flaming Longbow by revealing Fortune Teller; instead that encounter would have been the result of my start of turn free exploration. I think the simplest way to retcon this is to just say that I discarded Fortune-Teller for one of the other explorations I took that turn.
That would mean that one of the three cards in my discards would not have been healed. Which one? 1 FT, 2 ND, 3 THL:1d3 ⇒ 1
It also means I would have drawn one additional card at hand reset: The All-Seeing Eye.
2) I would have still recharged a card to move Onigumo to one of the two possible locations, move there, and then examine the top card. So nothing changes about that except that it's not where Damiel is (or was). And I see that Jirelle chose Rocky Cliff, so that works.
Ok, I think that resolves everything from that goof. Sorry!
Augustille power: at the start of your turn, discard a card (Discard Icy Prison), then examine the top card of your location (which is Rocky Cliff Card 1=Reflecting Buckler); then you may examine the top card of another occupied location (which is Windward Isle Card 1=Flaming Longbow +2).
Rocky Cliff At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck. Choose to examine, recharging Reflecting Buckler to the bottom of the location (unless someone particularly wants to acquire it, in which case I won't do this, leaving it on top).
Move to: Windward Isle, taking everyone else along. At This Location: If you move here, you may draw a card. Everyone but Damiel may draw a card. Draw 1: Nethys's Duality
Reveal Fortune-Teller, choosing boon, then encounter Flaming Longbow+2
Windward Isle Card 1 is Flaming Longbow +2:
SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Discard Nethys's Duality to examine top 2 cards: Firedrake Trap and Hurricane Winds; swap their order
Discard Healing Light to explore
Windward Isle Card 4 is Hurricane Winds:
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Power: When you encounter a henchman or a villain from a location deck, if you did not examine it this turn, you are dealt 1d4 Electricity damage. N/A because Augustille did examine the card already.
When Closing: Succeed at a Wisdom or Perception 7 check. Perception 7, maznar, dfx2, headband:1d10 + 7 + 1d4 + 1 + 2d6 + 1d4 ⇒ (4) + 7 + (1) + 1 + (6, 1) + (1) = 21
When Permanently Closed: On closing, draw a card. Draw: Divine Blaze
Onigumo power: Recharge Flaming Longbow +2 to display Onigumo at either Tempest Cay or Rocky Cliff, whichever Damiel prefers; then move to that location and Augustille examines the top card
Top card of Tempest Cay or Rocky Cliff is examined by Augustille, pending Damiel's choice of location.
Display Angelic Armor
End turn: Augustille power - heal a card (Nethys's Duality is healed); reveal ring of regeneration to heal a card (The Healing Light is healed)
Displayed:Divine Fortune, Angelic Armor,
Deck: 13 Discard: 0 Buried: 0
Current Location: Tempest Cay or Rocky Cliff (Damiel's choice)
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Flaming Longbow +2, Fly, Lyrune-quah Truthspeaker, The Healing Light, Staff of Weather, Nethys's Duality, Repelling Pike +1, Steal Soul, Icy Prison (Core), The All-Seeing Eye, Pharasma's Knowing, Wand of Restorative Touch, Find Traps
Recharged: Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
"Board Status Most Recent BR Refresh Divine Fortune (Core) by Maznar; Divine Fortune displayed by Augustille; Ship: Kraken
Notes for Maznar:May draw a card from moving to Windward Isle on Augustille's turn.
display Divine Fortune;
Notes for Damiel:Choose which location you want Onigumo displayed at (Tempest Cay or Rocky Cliff); then Augustile moves there and examines the top card Notes for Jirelle:May draw a card from moving to Windward Isle on Augustille's turn. Notes for Ak:May draw a card from moving to Windward Isle on Augustille's turn. Notes for Seltyiel:May draw a card from moving to Windward Isle on Augustille's turn. Coastline 1-10 remain DAMIEL'S CHOICE which location for Augustille - Tempest Cay 1-10 remain // Onigumo is displayed here or there (Damiel's choice) Damiel, Jirelle, Maznar, Seltyiel, Ak - Windward Isle CLOSED DAMIEL'S CHOICE which location for Augustille - Rocky Cliff 2-10, 1 remain // Onigumo is displayed here or there (Damiel's choice); 1=Reflecting Buckler Fog Bank 1-10 remain Holy Isle 1-10 remain Widowmaker Isle 1-10 remain Lonely Island 1-10 remain"
Displayed: Deck: 11 Discard: 0 Buried: 0
Current Location: Rocky Cliff
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Staff of Weather, Lyrune-quah Truthspeaker, Fly, The All-Seeing Eye, Divine Blaze, Repelling Pike +1, Pharasma's Knowing, Nethys's Duality, Wand of Restorative Touch, Find Traps, Steal Soul
Recharged: Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☑ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"
Scenario Power: At the start of your turn, you may summon and encounter the henchman Enemy Ship; if you do not defeat an Enemy Ship, your ship is dealt 1d4-1 structural damage and you are dealt 1d4-2 Fire damage.
Random ship:1d24 ⇒ 17
Random Ship 17 is Sanbalot:
Ship 3
Class 3
Check to Defeat
Dexterity
Stealth
9
OR
Wisdom
Survival
7
When Encountered
Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding
This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
BYA each character at the location takes 1d4-1 Ranged Combat dmg. Ranged Combat dmg for Augustille:1d4 - 1 ⇒ (1) - 1 = 0
Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is Widowmaker Isle Card 2: Jagged Shoals).
Move to: Widowmaker Isle together with the gang. Location Power: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Free exploration
Widowmaker Isle Card 2 is Jagged Shoals:
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
oops, I forgot to stash a plunder for defeating SoT ship:1d6 ⇒ 2 Stash a spell as plunder
Discard Crystal Ball to examine top 3 of location: 3: Oni Mariner (henchman); 4: Treasure Hunt; 5: Crawling Cyclops Hands - reorder as 5, 4, 3, then explore
Widowmaker Isle Card 5 is Crawling Cyclops Hands:
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Discard Lady of Mysteries - draw 3 cards: Icy Prison, Major Cure, Wand of Restorative Touch; recharge 3 cards: Divine Blaze, Icy Prison, and Headband - then explore
Widowmaker Isle Card 4 is Treasure Hunt:
SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Everyone may attempt Int/Knowledge 7+6=13 check to draw a random item (don't forget the difficulty is +1 for each ally in your discards); as long as someone makes the check, the barrier is defeated.
Augustille casts Major Cure and Wand of Restorative Touch to heal 2 characters, depending on who needs it the most - pending Discord discussion and resolution of earlier Ranged Combat dmg.
Augustille heals one random card from discards from Major Cure: Crystal Ball
End turn: Augustille power - heal a card (Lady of Mysteries is healed)
"Board Status Notes for Maznar:takes 1d4-1 Ranged Combat dmg
May attempt Treasure Hunt (Int/Knowledge 13 +1 for each ally in your Discards) with +1d4+1 from Maz
Notes for Damiel:takes 1d4-1 Ranged Combat dmg
May attempt Treasure Hunt (Int/Knowledge 13 +1 for each ally in your Discards) with +1d4+1 from Maz Notes for Jirelle:takes 1d4-1 Ranged Combat dmg
May attempt Treasure Hunt (Int/Knowledge 13 +1 for each ally in your Discards) with +1d4+1 from Maz Notes for Ak:takes 1d4-1 Ranged Combat dmg
May attempt Treasure Hunt (Int/Knowledge 13 +1 for each ally in your Discards) with +1d4+1 from Maz Notes for Seltyiel:May attempt Treasure Hunt (Int/Knowledge 13 +1 for each ally in your Discards) with +1d4+1 from Maz Fog Bank CLOSED Seltyiel, Maznar, Ak, Jirelle, Augustille, Damiel - Widowmaker Isle 4?, 3, 6-11 remain // 4: Treasure Hunt (but banished as long as one person beats the check); 3: Oni Mariner (closing henchman) Fringes of the Eye CLOSED Raker Shoals CLOSED Gannet Island CLOSED Cannibal Isle CLOSED Gozreh's Flow CLOSED Dagon's Jaws 1 1-7 remain Dagon's Jaws 2 1-5 remain"
Displayed: Deck: 11 Discard: 3 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Truthspeaker: +1d6 to local Wis/Divine
Fox: recharge +1d4 to local Int/Wis
Nethys's Duality: On an Intelligence or a Wisdom check, freely discard to bless.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Crystal Ball, Fortune-Teller (Core), Find Traps, Icy Prison (Core), The Lady of Mysteries, Repelling Pike +1, Wolf, Aqueous Orb
Recharged: Divine Fortune, Major Cure, Wand of Restorative Touch,
Discard Pile: The All-Seeing Eye, The Healing Light, Fly, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Displayed:Divine Fortune,
Deck: 12 Discard: 1 Buried: 0
Current Location: Gozreh's Flow
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune is displayed by Augustille (+1d6 to local checks)
Find Traps: +2 dice vs any barrier
Healing Light: any check, discard to bless. If the character succeeds at the check, they heal a card.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Aqueous Orb, Fox, Nethys's Duality, Wand of Restorative Touch, Icy Prison (Core), Repelling Pike +1, Wolf, Major Cure, Pharasma's Knowing, Fortune-Teller (Core), Steal Soul, Lyrune-quah Truthspeaker
Recharged: Discard Pile: The All-Seeing Eye, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Displayed:Divine Fortune,
Deck: 11 Discard: 1 Buried: 0
Current Location: Gozreh's Flow
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune is displayed by Augustille (+1d6 to local checks)
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Plunder:1d6 ⇒ 3 armor
Pretty sure non-basic, non-elite means level 4+ so skipping past random armor 1 (Besmaran Vestments, level 3) to pick up:
Random Armor 2 is Flaming Buckler Gun:
SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Scenario Power: At the start of your turn, you may summon and encounter the henchman Enemy Ship; if you do not defeat an Enemy Ship, your ship is dealt 1d4-1 structural damage and you are dealt 1d4-2 Fire damage.
Enemy Ship:1d24 ⇒ 18
Blood Moon:
Ship 4
Class 4
Check to Defeat
Wisdom
Survival
9
OR
Arcane
Divine
11
When Encountered
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
When Commanding
Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
Check to Repair
Craft
7
When Commanding (Wrecked)
When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.
Seize the ship - we are now aboard the Blood Moon.
Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is Gannet Island 1=Blood Hag).
Move to: Gozreh's Flow (with the rest of the crew) Location Power: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
Free exploration
Gozreh's Flow Card 1 is Giant Jellyfish:
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Discard All-Seeing Eye to examine top 2 of location: Teleportation Trap and Tetrolimulus, swap order, then explore
Gozreh's Flow Card 3 is Tetrolimulus:
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
End turn: Augustille power - heal a card (Orb is healed)
Recovery Phase:
Reset Hand
"Board Status Apparatus of the Octopus Divine Fortune displayed by Augustille Seized Blood Moon - the crew is now aboard it.
Notes for Damiel:Must do Dex/Acro 11 or suffer 1d4 Cold damage must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. Notes for Jirelle:Succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.May draw a card from Renewal. Notes for Ak:Succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.May draw a card from Renewal.
Fog Bank CLOSED Widowmaker Isle 1-10 remain Fringes of the Eye 1-10 remain Raker Shoals 1-10 remain Damiel - Gannet Island 1-10 remain // 1=Blood Hag Seltyiel - Cannibal Isle CLOSED Maznar, Ak, Jirelle, Augustille - Gozreh's Flow 2, 4-10 remain // 2=Teleportation Trap Dagon's Jaws 1 CLOSED Dagon's Jaws 2 1-4 remain"
Displayed:Divine Fortune,
Deck: 11 Discard: 1 Buried: 0
Current Location: Gozreh's Flow
Hero Points: 3
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune is displayed by Augustille (+1d6 to local checks)
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Displayed: Deck: 17 Discard: 0 Buried: 0
Current Location: Fog Bank
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune can be displayed by Augustille (+1d6 to local checks) - unless needed, I'll wait to display this at the start of my turn since that gives it maximum duration.
Truthspeaker: +1d6 to local Wis/Divine
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Pharasma's Knowing, Headband of Mental Superiority, Wolf, Repelling Pike +1, Fly, Icy Prison (Core), The Healing Light, Divine Blaze, Fortune-Teller (Core), The Lady of Mysteries, Find Traps, Fox, Nethys's Duality, Wand of Restorative Touch, Crystal Ball, Steal Soul
Recharged: Major Cure,
Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Displayed: Deck: 11 Discard: 0 Buried: 0
Current Location: 8 Dagon's Jaws
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Fly: examine top card of 2 locations; then local character may move.
Divine Fortune can be displayed by Augustille (+1d6 to local checks) - unless needed, I'll wait to display this at the start of my turn since that gives it maximum duration.
Major Cure available for local healing
Truthspeaker: +1d6 to local Wis/Divine
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Repelling Pike +1, Pharasma's Knowing, Wand of Restorative Touch, Headband of Mental Superiority, Steal Soul, Crystal Ball, The Lady of Mysteries, Icy Prison (Core), The Healing Light, Fox, Find Traps
Recharged: Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Off turn: on Maznar's turn, reveal Wolf to draw a card: Fox.
It is the hour of Sivanah
Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order. - location is empty so n/a
Augustille power: at the start of your turn, discard a card (Discard Besmaran Vestments), then examine the top card of your location (which is empty so n/a); then you may examine the top card of another occupied location (which is Torture Pit 4=Animated Shield).
Move to: Torture Pit Location Power: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
Free exploration
Torture Pit Card 4 is Animated Shield:
SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Discard Crystal Ball to examine top 3 of location and reorder as: Protect, Albatross, Giant Sea Anemone, then explore
Torture Pit Card 6 is Protect:
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Augustille power: discard Protect to evade; ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.
Presuming the Anemone is defeated...
Discard All-Seeing Eye to examine top 2 of location: Giant Jellyfish, Shrouded Queen (villain), leave in the same order, then explore.
Torture Pit Card 8 is Giant Jellyfish:
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
End turn: Augustille power - heal a card (Nethys's Duality is healed) Location Power: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
Con 10, maznar, steal soul:1d8 + 1d4 + 1 + 1d4 ⇒ (3) + (1) + 1 + (3) = 8 Bury Find Traps from top of deck
Recovery Phase:
Reset Hand, recharging Animated Shield
At the start of Damiel's turn, use Fly (no cards to examine) to move away to Jungle (to avoid the Queen's nasty BYA
Notes for Maznar:ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.
Notes for Damiel:Given Jirelle's Blessing of Besmara
Recharge The Winged Serpent Notes for Jirelle:ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.
Notes for Seltyiel:ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat. Augustille - Jungle CLOSED Tengu Rookery CLOSED // Ship Anchored; Jirelle, Maznar, Seltyiel - Torture Pit 9-10 remain // 9=Shrouded Queen (villain!) Dinosaur Corral CLOSED Eye of Serenity CLOSED Great Stone Bridge CLOSED Ak - Ghol-Gan Ruins CLOSED // Storm displayed Rocky Cliff CLOSED // Storm displayed"
Displayed:Steal Soul,
Deck: 7 Discard: 8 Buried: 1
Current Location: Jungle
Hero Points: 3
Tshirt Reroll: Used
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Truthspeaker: +1d6 to local Wis/Divine
Nethys's Duality: On an Intelligence or a Wisdom check, freely discard to bless.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Icy Prison (Core), Major Cure, Divine Fortune, The Lady of Mysteries, Fortune-Teller (Core)
Recharged: Animated Shield, Fly,
Discard Pile: Pharasma's Knowing, Skeleton Anchor, Besmaran Vestments, Crystal Ball, Fox, Wolf, Protect, The All-Seeing Eye, Buried Pile: Find Traps,
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order: n/a
Augustille power: at the start of your turn, discard a card (Discard Besmaran Vestments), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is Jungle 1=Skeleton Anchor).
Start of Turn: banish Divine Fortune to Recovery
Move to: Jungle Location Power: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Free exploration
Jungle Card 1 is Skeleton Anchor:
SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Truthspeaker: after the check, heal 2 cards: Crystal Ball and Besmaran Vestments
Discard All-Seeing Eye to examine top 2 of location: Periscope and Tentacle Slaver, swap their order, then explore
Jungle Card 3 is Tentacle Slaver:
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Before you act, a character at your location summons and encounters a monster from the box: Augustille takes it.
Random Monster 1 is Werecrocodile:
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Augustille power: discard Skeleton Anchor to evade and let Seltyiel encounter Werecrocodile with +1d4+5 to their checks to defeat.
Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Jungle is closed. Seltyiel's Mindscape goes to Recovery
When Permanently Closed: On closing, if more than one location is not permanently closed (3 locations are not permanently closed), shuffle a random barrier into each open location; add random barriers to Torture Pit, Dinosaur Corral, and Ghol Ghan Ruins
End turn: Augustille power - heal a card (All-Seeing Eye is healed)
Notes for Jirelle:Discard Blessing of Maat Notes for Ak:May draw a card at the start of Maznar's turn. Notes for Seltyiel:Heal for 5
Display Create Mindscape at Jungle
Must encounter Werecrocodile with +1d4+5 to your checks to defeat
Mindscape goes to Recovery Seltyiel, Augustille - Jungle CLOSED Tengu Rookery CLOSED // Ship Anchored; Torture Pit 1-10+random barrier (all shuffled) remain // 1=Barracuda Aiger, random barrier Jirelle - Dinosaur Corral 1-3+random barrier (all shuffled) remain // random barrier Maznar - Eye of Serenity CLOSED Damiel, Ak - Great Stone Bridge CLOSED Ghol-Gan Ruins 1-8+random barrier (all shuffled) remain // 1=Tentacle Slaver 2=Darkforest Anemone, random barrier Rocky Cliff CLOSED // Storm displayed"
Displayed:Steal Soul,
Deck: 9 Discard: 3 Buried: 0
Current Location: Jungle
Hero Points: 3
Tshirt Reroll: Used
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Truthspeaker: +1d6 to local Wis/Divine
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Fly, Lyrune-quah Truthspeaker, The Lady of Mysteries, Find Traps, Fox, Major Cure, Fortune-Teller (Core)
Recharged: Divine Fortune, Icy Prison (Core),
Discard Pile: Pharasma's Knowing, Skeleton Anchor, Nethys's Duality, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
As noted in my previous post, use Fly to move to Damiel's new location (i.e. Great Stone Bridge) at the start of Damiel's turn (that has now already passed).
Displayed:Steal Soul, Divine Fortune,
Deck: 9 Discard: 2 Buried: 0
Current Location: Great Stone Bridge
Hero Points: 3
Tshirt Reroll: Used
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Truthspeaker: +1d6 to local Wis/Divine
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Wolf, Aqueous Orb, Fox, Fortune-Teller (Core), The Lady of Mysteries, Divine Blaze, Find Traps
Recharged: Major Cure, Fly,
Discard Pile: Pharasma's Knowing, Crystal Ball, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Off turn: at the start of Maznar's turn, reveal Wolf to draw a card: Divine Fortune.
It is the hour of Asmodeus
Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order. At This Location: If you examine 1 or more cards, examine 1 more card. Reorder Eye of Serenity 4=Ambush; 5=Will-o'-Wisp; 6=Tentacle Slaver - reorder as: Tentacle Slaver, Will-o'-Wisp, Ambush
Augustille power: at the start of your turn, discard a card (Discard Wolf), then examine the top card of your location (which is already known); then you may examine the top card of another occupied location (which is Rocky Cliff 3=Besmaran Vestments, 4=Phantom Fog). At This Location: If you examine 1 or more cards, examine 1 more card.
Move to: Rocky Cliff; per Discord, Maznar discards Allosaurus to move there as well (and then does trick with discarding a spell (tbd) to redraw it) Location Power: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
Display Divine Fortune by Augustille.
Send Major Cure to Recovery to heal Seltyiel
Free exploration
Rocky Cliff Card 3 is Besmaran Vestments:
SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Discard Pharasma's Knowing: draw 2 cards: Fox and Truthspeaker, then recharge 2 cards: Fox and Besmaran Vestments, then explore
Rocky Cliff Card 4 is Phantom Fog:
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.
Discard Crystal Ball to examine top 3 of location: Pirate Captain, Tentacle Slaver, Storm. Reorder as: Slaver, Captain, Storm, then explore
Rocky Cliff Card 6 is Tentacle Slaver:
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA either Maznar or Seltyiel summon and encounter Random Monster 1
Random Monster 1 is Mercenary:
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Maznar's check vs Mercenary (per Discord), plus 1d6 from DF:10 + 1d8 + 1d4 + 11 + 1d6 ⇒ 10 + (2) + (3) + 11 + (1) = 27
Scenario Power: Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters;
Curse of the Flesheaters:
Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
When Permanently Closed: On closing, you may examine the top card of any location deck (Dinosaur Corral Card 1: Royster McCleagh); if it's a non-henchman, non-villain monster, banish it: n/a
Send Major Cure to Recovery to heal Seltyiel Healing:1d4 + 1 ⇒ (2) + 1 = 3Augustille also heals 1: Wolf
End turn: Augustille power - heal a card (Nethys's Duality is healed)
At the start of Damiel's turn (after Storm is resolved at Damiel's location): send Fly to Recovery to examine top cards of Jungle 1=Audessa Reyquio; Ghol-Gan Ruins Card 1=Darkforest Anemone. Then Augustille moves to wherever Damiel is going (unless it's the location that Storm moved to) to provide Divine Fortune assistance (and I think Maznar can also do the same?).
"Board Status Most Recent BR Refresh Apparatus of the Octopus Divine Fortune is displayed by Augustille
Notes for Damiel:Recharge The Winged Serpent
Augustille moves (via Fly) to whatever location Damiel is planning to explore (unless it's where Storm winds up) Notes for Jirelle:Discard Blessing of Abadar
Displayed:Steal Soul, Divine Fortune,
Deck: 9 Discard: 2 Buried: 0
Current Location: Damiel's location for the coming turn
Hero Points: 3
Tshirt Reroll: Used
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Truthspeaker: +1d6 to local Wis/Divine
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Aqueous Orb, Fortune-Teller (Core), The Lady of Mysteries, Find Traps, Wolf, Divine Blaze, Fox
Recharged: Major Cure, Fly,
Discard Pile: Pharasma's Knowing, Crystal Ball, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Off turn: at the end of Seltyiel's turn (location power) examine top of Jungle = Siren Caller; Start of Maznar's turn draw a card: Major Cure; When Maznar defeats Mercenary, display Steal Soul; At the end of Maznar's turn (location power) examine top of Torture Pit = Barracuda Aiger.
It is the hour of Erastil
Augustille power: at the start of your turn, discard a card (Discard Fortune-Teller), then examine the top card of your location (which is Spiny Eurypterid); then you may examine the top card of another occupied location (which is n/a).
Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck: Spiny Eurypterid and Albatross Soup; then return them in any order: leave them in the same order.
Free exploration
Tengu Rookery Card 8 is Spiny Eurypterid:
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
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.
Discard All-Seeing Eye to examine top 2 of location - Albatross Soup & Tentacle Slaver - swap their order - then explore.
Tengu Rookery Card 10 is Tentacle Slaver:
None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA, ask one of the Fighter types (Jirelle, Ak, or Seltyiel, I presume?) to summon and encounter Random Monster 1. Since the result of the encounter won't affect the rest of my turn I'll keep going...
Random Monster 1 is... (don't look until who is going to take the encounter is decided):
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Scenario Power: Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it next to your character. If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.
Curse of the Flesheaters:
Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
When Closing: Banish an item - Wand of Restorative Touch
When Permanently Closed: On closing, you may examine the top card of your deck (Aqueous Orb); then you may recharge it or give it to another character.
[ooc]Send Fly to Recovery to examine top card of two locations: Ghol-Gan Ruins 1=Mercenary and Great Stone Bridge 1=Sargassum Fiend; then Augustille moves to Eye of Serenity (others can't move along due to ship is anchored).
End turn: Augustille power - heal a card (All-Seeing Eye is healed)
Displayed:Steal Soul,
Deck: 9 Discard: 2 Buried: 0
Current Location: Eye of Serenity
Hero Points: 3
Tshirt Reroll: Used
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Major Cure available for local healing
Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Divine Fortune, Fox, The Lady of Mysteries, Aqueous Orb, Lyrune-quah Truthspeaker, Find Traps, The All-Seeing Eye, Headband of Mental Superiority
Recharged: Fly,
Discard Pile: Fortune-Teller (Core), Divine Blaze, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Displayed: Deck: 11 Discard: 0 Buried: 0
Current Location: Tengu Rookery
Hero Points: 5
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Fly: examine top card of 2 locations; then local character may move.
Wand of Restorative Touch: local healing 1d4+1
Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Lady of Mysteries, Fox, Aqueous Orb, Find Traps, Lyrune-quah Truthspeaker, Pharasma's Knowing, Headband of Mental Superiority, Crystal Ball, Nethys's Duality, Major Cure, Divine Fortune
Recharged: Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☑ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
I think this means that Ak and Augustille can both take Blessing upgrades, Jirelle Item, and Damiel Spell, and it doesn't look like anyone else wants an upgrade. Sound correct?
Assuming yes, Augustille uses Blessing upgrade to replace Prayer with The All-Seeing Eye.
At the end of Maznar's turn, send Major Cure to recovery to heal self Healing:1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4 Recharge Major Cure? Divine 10, maznar, headband, df:1d10 + 6 + 1d4 + 1 + 1d4 + 1d6 ⇒ (5) + 6 + (1) + 1 + (4) + (5) = 22
It is the hour of Asmodeus
SoT: draw Pearl of Sirines
Scenario Power: At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile. SoT Str 11, maznar, df, steal soul:1d10 + 1 + 1d4 + 1 + 1d6 + 1d4 ⇒ (5) + 1 + (2) + 1 + (1) + (4) = 14
Augustille power: at the start of your turn, discard a card (Discard Breastplate), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is n/a).
Start of Turn: Divine Fortune goes to Recovery
Edit: see down below for SoT Storm die roll (5 structural dmg) Jirelle reduces structural dmg by 1; Apparatus of the Octopus reduces it by 2; 2 structural dmg still needs to be absorbed by the party - Damiel discards Keen Falcata and Augustille discards Prayer. Edit: see below for Storm relocation die roll - Storm moves to Dagon's Jaws 1
Location Power: At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.
SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
BYA each character takes 1 Ranged Combat dmg. Augustille power reduces 1 ranged combat dmg by 1 to 0.
Discard Pharasma's Knowing to draw 2 cards - Truthspeaker and Rekkish - then recharge 2 cards - Find Traps and Rekkish - then explore
Gozreh's Flow Card 4 is Kraken Tentacle:
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA Structural dmg:1d4 ⇒ 2 Apparatus of the Octopus reduces by 2 to 0 each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck
When Closing: Succeed at a Wisdom or Survival 7 check. Wis 7, maznar, steal soul, headband:1d10 + 4 + 3d4 + 1 ⇒ (6) + 4 + (4, 3, 4) + 1 = 22
Gozreh's Flow is closed Draw Pearl of the Sirines on closing
When Permanently Closed: On closing, move all characters at this location to one other random location.
Other random location:1d9 ⇒ 6 Everyone moves to Fog Bank
Display Pearl at Fog Bank
Edit: SoT Storm roll Storm at SoT back at Gannett Island:1d6 ⇒ 5 Storm moves to random location:1d9 ⇒ 8
End turn: Augustille power - heal a card (Reflecting Buckler is healed) Scenario power: At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck. (For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.)
Notes for Maznar:Take 1 ranged combat dmg.
Must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck
Notes for Damiel:Take 1 ranged combat dmg.
Must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck Notes for Jirelle:May draw a card from Renewal. You may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to your hand.
Take 1 ranged combat dmg.
Must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck Notes for Ak:Take 1 ranged combat dmg.
Must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck Notes for Seltyiel:May draw a card from Renewal. You may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to your hand.
Take 1 ranged combat dmg.
Must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck Gannet Island CLOSED // Storm displayed here Raker Shoals 1 remain // 1=Kraken Maw (VILLAIN!) Shipwreck Graveyard CLOSED Tempest Cay CLOSED Gozreh's Flow CLOSED Damiel, Maznar, Ak, Seltyiel, Augustille, Jirelle - Fog Bank CLOSED // Pearl is displayed here Fringes of the Eye CLOSED 1-4 remain Dagon's Jaws 1 1-6 remain // Storm is displayed face up here Dagon's Jaws 2 1-4 remain // 1=Slip"
Displayed:Steal Soul,
Deck: 16 Discard: 3 Buried: 0
Current Location: Gozreh's Flow
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Major Cure and Wand available for local healing
Truthspeaker: +1d6 to local Wis/Divine
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Lady of Mysteries, Nethys's Duality, Fox, Blessing of Norgorber, Fly, Crystal Ball, The Midwife, Aqueous Orb, Brine Dragonhide Breastplate, Icy Prison (Core), Reflecting Buckler, Animate Water
Recharged: Find Traps, Rekkish, Divine Fortune, Divine Blaze,
Discard Pile: Blessing of Milani, Pharasma's Knowing, Prayer, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☐ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
At the start of Maznar's turn reveal Wolf to draw a card - Major Cure
Draw a card when Maznar casts Renewal - Pharasma's Knowing
Plunder:1d6 ⇒ 3
Random Armor 1 is Brine Dragonhide Breastplate:
SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Displayed:Steal Soul, Divine Fortune,
Deck: 9 Discard: 6 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune is displayed by Augustille (+1d6 to local checks)
Truthspeaker: +1d6 to local Wis/Divine
Find Traps: +2 dice vs any barrier
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Rekkish, Icy Prison (Core), Animate Water, Aqueous Orb, The Lady of Mysteries, Fly, Nethys's Duality, Fortune-Teller (Core), Wand of Restorative Touch
Recharged: Discard Pile: The Midwife, Crystal Ball, Fox, Blessing of Norgorber, Merrill Pegsworthy, Reflecting Buckler, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☐ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Displayed:Steal Soul, Divine Fortune,
Deck: 11 Discard: 6 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune is displayed by Augustille (+1d6 to local checks)
Truthspeaker: +1d6 to local Wis/Divine
Find Traps: +2 dice vs any barrier
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Rekkish, Pharasma's Knowing, Major Cure, Animate Water, Fortune-Teller (Core), Aqueous Orb, The Lady of Mysteries, Nethys's Duality, Icy Prison (Core), Fly, Wand of Restorative Touch
Recharged: Discard Pile: The Midwife, Crystal Ball, Fox, Blessing of Norgorber, Merrill Pegsworthy, Reflecting Buckler, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☐ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Augustille power: at the start of your turn, discard a card (Discard Animate Water), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is n/a).
SoT: draw Pearl of Sirines
Display Divine Fortune
Move to: Fringes of the Eye, taking everyone with me Location Power: The difficulty of checks to defeat barriers is increased by 3.
Display Pearl of the Sirines
Free exploration
Fringes of the Eye Card 1 is Blessing of Norgorber:
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Discard Fortune-Teller to examine top of location - Sea Scourge - then explore
Fringes of the Eye Card 2 is Sea Scourge:
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
BYA, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this).
SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA Structural dmg:1d4 ⇒ 4
Jirelle reduces by 1 and Apparatus of the Octopus reduces by 2. Discard Reflecting Buckler for 1 Structural dmg[/ooc]
Everyone must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl)
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
Random Barrier 1 is Illusory Wall:
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck: Blessing of the Gods - return to top of the deck but it doesn't matter because all the cards in the location are banished.
Fringes of the Eye is closed. Banish remaining cards in the location.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card. Add random barriers:1d4 ⇒ 1 Add random barriers:1d4 ⇒ 4 encounter which one? (b is 1):1d5 ⇒ 3
Random Blessing 1 is Blessing of Milani:
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Divine 5:1d10 + 6 ⇒ (9) + 6 = 15
Location (closed) now consists of (shuffled) 1 barrier and 3 blessings.
End turn: Augustille power - heal a card (Animate Water is healed) Scenario power: At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed - N/A, bury the top card of your deck. (For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.)
"Board Status Apparatus of the Octopus: Active, Divine Fortune displayed by Augustille;
Notes for Maznar:- must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this & +1d4 from Pearl)
- must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl)
Notes for Damiel:- succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. (no Divine Fortune but +1d4 from Pearl)
- must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this & +1d4 from Pearl)
- must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl) Notes for Jirelle:- Encounters Barroom Brawl (Maznar's Divine Fortune in effect)
- succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. (no Divine Fortune but +1d4 from Pearl)
- must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this & +1d4 from Pearl)
- must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl) Notes for Ak:- May reveal an animal card to draw a card on Maznar's turn.
- succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. (no Divine Fortune but +1d4 from Pearl)
- must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this & +1d4 from Pearl)
- must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl) Notes for Seltyiel:- succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. (No Divine Fortune but +1d4 from Pearl)
- Create Mindscape goes to recovery.
- must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this & +1d4 from Pearl)
- must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl) Gannet Island 1-10 remain // 1=Dire Shark; Raker Shoals 1 remain // 1=Kraken Maw (VILLAIN!) Shipwreck Graveyard CLOSED Tempest Cay 1-10 remain // 1=Kraken Tentacle (henchman); Gozreh's Flow 1-7 remain // Shackled Sorcerer Fog Bank CLOSED Damiel, Maznar, Ak, Seltyiel, Augustille, Jirelle - Fringes of the Eye CLOSED Shuffled: 1 Random Barrier & 3 Random Blessings remain // Pearl of the Sirines is displayed here. Dagon's Jaws 1 1-6 remain Dagon's Jaws 2 1-4 remain"
Displayed:Steal Soul, Divine Fortune,
Deck: 9 Discard: 7 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune is displayed by Augustille (+1d6 to local checks)
Truthspeaker: +1d6 to local Wis/Divine
Find Traps: +2 dice vs any barrier
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Wand of Restorative Touch, Pharasma's Knowing, Fly, Aqueous Orb, Nethys's Duality, Major Cure, The Lady of Mysteries, Animate Water
Recharged: Icy Prison (Core),
Discard Pile: The Midwife, Crystal Ball, Fox, Fortune-Teller (Core), Blessing of Norgorber, Merrill Pegsworthy, Reflecting Buckler, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☐ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
SS Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Hmm, I'm not quite sure what happened but my hand got messed up a bit. I know that I had the Headband in my hand (I went back and doublechecked my starting hand) but it's not there now and I can't figure out why... Just double checked the rest of the cards and they are all correct so I just randomly chose one of the cards I had drawn - Wolf alas - and put it back in my deck to make room to put the Headband back in my hand. Sorry for any confusion.
Displayed:Steal Soul,
Deck: 12 Discard: 3 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune can be displayed by Augustille (+1d6 to local checks)
Animate Water: freely reduce difficulty of any global check vs Aquatic bane by 2d4
Truthspeaker: +1d6 to local Wis/Divine
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Repelling Pike +1, Prayer, Wolf, Pharasma's Knowing, The Lady of Mysteries, Nethys's Duality, Divine Blaze, Wand of Restorative Touch, Fly
Recharged: Find Traps, Major Cure, Aqueous Orb,
Discard Pile: The Midwife, Crystal Ball, Fox, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☐ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Displayed:Steal Soul,
Deck: 12 Discard: 3 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune can be displayed by Augustille (+1d6 to local checks)
Animate Water: freely reduce difficulty of any global check vs Aquatic bane by 2d4
Truthspeaker: +1d6 to local Wis/Divine
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Pharasma's Knowing, Prayer, The Lady of Mysteries, Headband of Mental Superiority, Repelling Pike +1, Nethys's Duality, Divine Blaze, Fly, Wand of Restorative Touch
Recharged: Find Traps, Major Cure, Aqueous Orb,
Discard Pile: The Midwife, Crystal Ball, Fox, Buried Pile:
Skills and Powers:
SKILLS Strength d10☑ +1☐ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Off turn: reveal Fox to draw a card at the start of Maznar's turn: Major Cure. Use Wand of Restorative Touch to heal Maznar. Send Fly to Recovery to examine top cards of Gannet Island 1=Dire Shark and Tempest Cay 1=Kraken Tentacle (henchman); then Maznar moves to Shipwreck Graveyard; he's still commanding the ship so he takes everyone with him except Damiel.
Shipwreck Graveyard: At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage. Wis 5, maznar, DF, headband:1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + 4 + (1) + 1 + (2) + (3) = 17
Augustille power: at the start of your turn, discard a card (Discard Prayer), then examine the top card of your location (which is Shipwreck Graveyard 1=Kapre); then you may examine the top card of another occupied location (which is Raker Shoals 10=Kraken Maw (VILLAIN!)).
Scenario Power: At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile. SoT Str 11, maznar, DF:1d10 + 1 + 1d4 + 1 + 1d6 ⇒ (9) + 1 + (3) + 1 + (2) = 16
Location Power: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
Free exploration
Shipwreck Graveyard Card 1 is Kapre:
SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Discard Crystal Ball to examine top 3 and reorder as: Gargoyle Sniper, Electricity Arc Trap, Reflecting Buckler, then explore.
Shipwreck Graveyard Card 4 is Gargoyle Sniper:
SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
Shipwreck Graveyard Card 2 is Electricity Arc Trap:
SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Send Major Cure to Recovery to heal Maznar Maznar healing:1d4 + 1 ⇒ (2) + 1 = 3 Maznar heals 3 Augustille heals 1: Prayer
Discard Midwife to explore: Safe Harbor (Spell 2). Use Midwife power to exchange it for Random Spell 1
Random Spell 1 is Animate Water:
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
End turn: Augustille power - heal a card (Wolf is healed)
Scenario power: At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck. (For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.) - Examine top 2 of deck (Prayer and Divine Blaze) - bury Prayer and recharge Divine Blaze.
Displayed: Deck: 11 Discard: 3 Buried: 1
Current Location: Shipwreck Graveyard
Hero Points: 4
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Divine Fortune can be displayed by Augustille (+1d6 to local checks)
Animate Water: freely reduce difficulty of any global check vs Aquatic bane by 2d4
Truthspeaker: +1d6 to local Wis/Divine
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Headband of Mental Superiority, Pharasma's Knowing, Repelling Pike +1, Nethys's Duality, Fly, The Lady of Mysteries, Wand of Restorative Touch
Recharged: Divine Blaze, Find Traps, Major Cure, Aqueous Orb,
Discard Pile: The Midwife, Crystal Ball, Fox, Buried Pile: Prayer,
Skills and Powers:
SKILLS Strength d10☑ +1☐ +2☐ +3 Dexterity d4☐ +1 Constitution d8☐ +1☐ +2☐ +3
Craft: Con +1
Intelligence d4☐ +1 Wisdom d10☑ +1☑ +2☑ +3☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6☐ +1☐ +2☐ +3
Favored Card: Spell Hand Size: 6 ☑ 7☑ 8☐ 9 Proficiencies: Divine | Healing POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -