Completed Scenario 0-6F: Lost in the Storm Scenario Reward:
Development:
No sailor has ever ventured so far into the Eye of Abendego and lived to tell the tale. Your story ends with triumph over an avatar of Dagon. It’s a legend worthy of your greatest aspiration: it proves you’re finally ready for a seat on the Pirate Council. You’re hauled onto Kerdak Bonefist’s deck, where he rewards you with your councilor’s ring. More adventures await over the horizon. For now, you’re content to sail away on calmer waters. Acquired Cards:
Blessing of Besmara (Blessing 1) Crystal of Healing Hands (Item 3) Shapechange (Spell 6)
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Ship: Abrogail's Fury:
Ship 6
When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8 When Commanding (Wrecked): "Reduce structural damage to this ship by 1. Remove the Swashbuckling trait from all of your checks." Treat the adventure deck number of this scenario as 7. This scenario has no blessings deck. When adding henchman, shuffle a number of henchman equal to the number of characters into the location deck. Display each villain listed on any character’s Chronicle sheet from Scenario 0-6D: The Pirate Party next to the scenario. Any character may banish one of them to reduce damage dealt to that character by 6, to add 1 die to any check attempted by that character, or to explore that character’s location. Displayed Villains: 4 Additional Rules: Villain: Avatar of Dagon:
Villain Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck. Henchmen: Karkinoi x4:
Henchman Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 7 Turn: 12, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Werecrocodile
SS Monster 3 Traits: Lycanthrope Aquatic To Defeat: Combat 18 Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5. If undefeated, shuffle this card into a random open location. If the check to defeat has the Cold trait, add 1d6 to it. Spoiler:
Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Spoiler:
Port Peril Corsair
SS Monster 2 Traits: Elf Pirate Veteran To Defeat: Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you. If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any. Spoiler:
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. Spoiler:
Will-o'-Wisp
SS Monster 3 Traits: Aberration To Defeat: Combat 16 OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait. Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand. These maletic aberrations feed on the fear of terrified travelers_ Barriers Spoiler:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Spoiler:
Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Spoiler:
Assassination Attempt
SS Barrier 6 Traits: Skirmish To Defeat: None Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated. After you act, summon and encounter a Buccaneer henchman. Spoiler:
Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Spoiler:
Albatross Soup
SS Barrier 5 Traits: Task To Defeat: Constitution Fortitude 15 Banish an ally to evade and banish this barrier. Before the encounter, bury the top card of your deck. If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Weapons Spoiler:
Invigorating Kukri +1
SS Weapon 4 Traits: Knife Melee Slashing Healing Finesse Magic To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spoiler:
Dagger Pistol +1
SS Weapon 2 Traits: Knife Firearm Ranged Piercing Swashbuckling Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. When playing another weapon, you may discard this card to add 1d4 to the combat check. Spoiler:
Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Spells Spoiler:
Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Raise Dead
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead. After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Telekinesis
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check. For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Find Traps
SS Spell B Traits: Magic Divine To Acquire: Wisdom Divine 6 Discard this card to add 2 dice to any check to defeat a barrier. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Holy Feast
SS Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 13 Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it. Armors Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
Hellknight Armor
SS Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check. 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. Items Spoiler:
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. Spoiler:
Ring of Rat Fangs
SS Item 4 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 10 If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile. Spoiler:
Spyglass
SS Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Tot Flask
SS Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it. Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it. Spoiler:
Helpful Haversack
SS Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Allies Spoiler:
Rotgut
SS Ally 2 Traits: Animal Pirate To Acquire: Wisdom Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result. Discard this card to explore your location. Spoiler:
Conchobhar Turlach Shortstone
SS Ally 1 Traits: Gnome Bard Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Albatross
SS Ally 5 Traits: Animal To Acquire: Wisdom Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck. Spoiler:
Audessa Reyquio
SS Ally 4 Traits: Human Aristocrat To Acquire: Dexterity Acrobatics 7 THEN Charisma Diplomacy 10 Reveal this card to add 1 to your check. You may play another ally on this check. Discard this card to explore your location. Spoiler:
Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Blessings Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Pharasma
SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Erastil:
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. Hours Remaining: 18 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
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. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack
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. Plunder Deck W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Plunder Deck Card 1: Resist Energy SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Plunder Deck Card 2:
Falchion +3 SS Weapon 6 Traits: Sword Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Location #1: Lost in the Storm
Impossible Bottle:
Loot Type: Item Traits: Object Magic To Acquire: Display this card. Reduce Structural damage dealt to your ship by 2. Discard this card if your ship wrecks or is banished. Bury this card to repair your ship or to recharge 1d4+1 random cards from your discard pile. After playing this card, succeed at a Craft 9 check to recharge this card instead of discarding or burying it. Lost in the Storm Card 1 (Avatar of Dagon): Avatar of Dagon
None Villain B Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Ship: Abrogail's Fury:
Ship 6
When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8 When Commanding (Wrecked): "Reduce structural damage to this ship by 1. Remove the Swashbuckling trait from all of your checks." Treat the adventure deck number of this scenario as 7. This scenario has no blessings deck. When adding henchman, shuffle a number of henchman equal to the number of characters into the location deck. Display each villain listed on any character’s Chronicle sheet from Scenario 0-6D: The Pirate Party next to the scenario. Any character may banish one of them to reduce damage dealt to that character by 6, to add 1 die to any check attempted by that character, or to explore that character’s location. Displayed Villains: 4 Additional Rules: Villain: Avatar of Dagon:
Villain Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck. Henchmen: Karkinoi x4:
Henchman Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 7 Turn: 10, Ezren/Bigguyinblack Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Spoiler:
Giant Spyglass Octopus
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 THEN Combat 18 Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage. If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck. Spoiler:
Sapphire Jellyfish
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits. Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location. If the check to defeat has the Piercing or Slashing trait, add 1d8 to it. Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage. Spoiler:
Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Spoiler:
Canopy Creeper
SS Monster 2 Traits: Plant To Defeat: Combat 12 The Canopy Creeper is immune to the Electricity, Mental, and Poison traits. If the check to defeat has the Cold or Slashing trait, add 1d8 to it. Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3. Barriers Spoiler:
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. Spoiler:
Sabotage
SS Barrier 5 Traits: Task Fire To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Hull Damage
SS Barrier 1 Traits: Obstacle Aquatic Veteran To Defeat: Intelligence Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card. Spoiler:
Assassination Attempt
SS Barrier 6 Traits: Skirmish To Defeat: None Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated. After you act, summon and encounter a Buccaneer henchman. Spoiler:
Teleportation Trap
SS Barrier 6 Traits: Trap Magic To Defeat: Intelligence Arcane 13 If defeated, you may move any number of characters at your location to a location of your choice. If undefeated, you are dealt 2d4 Combat damage and moved to a random other location. Weapons Spoiler:
Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Distance Musket +1
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location. Spoiler:
Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Grayflame Mace +2
SS Weapon 5 Traits: Mace Melee Bludgeoning Magic To Acquire: Strength Melee Divine 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait. Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spells Spoiler:
Wall of Blades
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Telekinesis
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check. For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Blazing Servant
SS Spell 4 Traits: Magic Arcane Divine Fire To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Raise Dead
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead. After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it. Armors Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Hellknight Armor
SS Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
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. Items Spoiler:
Onyx of Constitution
SS Item B Traits: Object Magic To Acquire: Constitution 7 Recharge this card to roll your Constitution die instead of the normal die on a non-combat check. Spoiler:
Anchor
SS Item B Traits: Tool To Acquire: Wisdom Survival 8 Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card. Spoiler:
Sapphire of Intelligence
SS Item B Traits: Object Magic To Acquire: Intelligence 7 Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check. Spoiler:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Allies Spoiler:
Audessa Reyquio
SS Ally 4 Traits: Human Aristocrat To Acquire: Dexterity Acrobatics 7 THEN Charisma Diplomacy 10 Reveal this card to add 1 to your check. You may play another ally on this check. Discard this card to explore your location. Spoiler:
Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Spoiler:
Avimar Sorrinash
SS Ally 4 Traits: Lycanthrope Captain Pirate To Acquire: Wisdom Survival 8 THEN Charisma Diplomacy 11 If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
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. Spoiler:
Sandara Quinn
SS Ally 1 Traits: Human Cleric Pirate To Acquire: Charisma Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of 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. Spoiler:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of the Gods:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/AAUGHWHY: Spoiler: Hourglass Card 2 Valendron/EmpTyger: Hourglass Card 1 Zova/AAUGHWHY
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Amli/eddiephlash: Hourglass Card 2 Valendron/EmpTyger
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Ezren/Bigguyinblack: Hourglass Card 3 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Zova/AAUGHWHY: Hourglass Card 4 Ezren/Bigguyinblack
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Valendron/EmpTyger: Hourglass Card 5 Zova/AAUGHWHY
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. Spoiler: Hourglass Card 7 Amli/eddiephlash: Hourglass Card 6 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Ezren/Bigguyinblack: Hourglass Card 7 Amli/eddiephlash
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Zova/AAUGHWHY: Hourglass Card 8 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Valendron/EmpTyger: Hourglass Card 9 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Amli/eddiephlash: Hourglass Card 10 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Ezren/Bigguyinblack: Hourglass Card 11 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Zova/AAUGHWHY: Hourglass Card 12 Ezren/Bigguyinblack
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Valendron/EmpTyger: Hourglass Card 13 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Amli/eddiephlash: Hourglass Card 14 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Ezren/Bigguyinblack: Hourglass Card 15 Amli/eddiephlash
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Zova/AAUGHWHY: Hourglass Card 16 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Valendron/EmpTyger: Hourglass Card 17 Zova/AAUGHWHY
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Amli/eddiephlash: Hourglass Card 18 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Ezren/Bigguyinblack: Hourglass Card 19 Amli/eddiephlash
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Ezren/Bigguyinblack
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. Plunder Deck W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Plunder Deck Card 1: Resist Energy SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Plunder Deck Card 2:
Falchion +3 SS Weapon 6 Traits: Sword Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Location #1: Lost in the Storm
Impossible Bottle: , Pirate Hunting, Baby Triceratops
Loot Type: Item Traits: Object Magic To Acquire: Display this card. Reduce Structural damage dealt to your ship by 2. Discard this card if your ship wrecks or is banished. Bury this card to repair your ship or to recharge 1d4+1 random cards from your discard pile. After playing this card, succeed at a Craft 9 check to recharge this card instead of discarding or burying it. Lost in the Storm Card 1: 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. Lost in the Storm Card 2: Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location. Lost in the Storm Card 3 (Avatar of Dagon): Avatar of Dagon
None Villain B Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Ship: Abrogail's Fury:
Ship 6
When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8 When Commanding (Wrecked): "Reduce structural damage to this ship by 1. Remove the Swashbuckling trait from all of your checks." Treat the adventure deck number of this scenario as 7. This scenario has no blessings deck. When adding henchman, shuffle a number of henchman equal to the number of characters into the location deck. Display each villain listed on any character’s Chronicle sheet from Scenario 0-6D: The Pirate Party next to the scenario. Any character may banish one of them to reduce damage dealt to that character by 6, to add 1 die to any check attempted by that character, or to explore that character’s location. Displayed Villains: 4 Additional Rules: Villain: Avatar of Dagon:
Villain Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck. Henchmen: Karkinoi x4:
Henchman Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 7 Turn: 8, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
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. Spoiler:
Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Spoiler:
Canopy Creeper
SS Monster 2 Traits: Plant To Defeat: Combat 12 The Canopy Creeper is immune to the Electricity, Mental, and Poison traits. If the check to defeat has the Cold or Slashing trait, add 1d8 to it. Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3. Spoiler:
Norgorber Cultist
SS Monster 5 Traits: Elf Cultist To Defeat: Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck. Spoiler:
Pirate Captain
SS Monster B Traits: Human Captain Pirate Veteran To Defeat: Combat 12 Before you act, recharge a card. The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check. After you act, the Pirate Captain deals 2 Structural damage to your ship. Barriers Spoiler:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Spoiler:
Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
Symbol of Insanity
SS Barrier 4 Traits: Trap Magic To Defeat: Wisdom Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand. Weapons Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spoiler:
Sword Cane Pistol +2
SS Weapon 4 Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic To Acquire: Dexterity Ranged Craft 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill. Spoiler:
Rapier +2
SS Weapon 4 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Spellsword +2
SS Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Spells Spoiler:
Control Weather
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait. At the end of the turn, discard this card to move any character. Any movement restrictions still apply. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Divine Fortune
SS Spell 4 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card. Spoiler:
Blazing Servant
SS Spell 4 Traits: Magic Arcane Divine Fire To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Spoiler:
Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Animate Water
SS Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check. Discard this card to evade a bane that has the Aquatic trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Armors Spoiler:
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. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Items Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Spoiler:
Anchor
SS Item B Traits: Tool To Acquire: Wisdom Survival 8 Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card. Spoiler:
Besmara's Bones
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Spoiler:
Crown of Swords
SS Item 2 Traits: Accessory Magic To Acquire: Wisdom Divine Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location. Allies Spoiler:
Audessa Reyquio
SS Ally 4 Traits: Human Aristocrat To Acquire: Dexterity Acrobatics 7 THEN Charisma Diplomacy 10 Reveal this card to add 1 to your check. You may play another ally on this check. Discard this card to explore your location. Spoiler:
Cut-Throat Grok
SS Ally 1 Traits: Half-Orc Fighter Pirate To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7 Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Spoiler:
Crimson Cogward
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Strength Melee 6 OR Charisma Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Avimar Sorrinash
SS Ally 4 Traits: Lycanthrope Captain Pirate To Acquire: Wisdom Survival 8 THEN Charisma Diplomacy 11 If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Sivanah
SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Gorum
SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Kelizandri:
Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
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. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 20 Valendron/EmpTyger: Hourglass Card 19 Zova/AAUGHWHY
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Amli/eddiephlash: Hourglass Card 20 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack: Hourglass Card 21 Amli/eddiephlash
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack
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. Plunder Deck W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Plunder Deck Card 1: Resist Energy SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Plunder Deck Card 2:
Falchion +3 SS Weapon 6 Traits: Sword Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Location #1: Lost in the Storm
Impossible Bottle: , Pirate Hunting, Baby Triceratops
Loot Type: Item Traits: Object Magic To Acquire: Display this card. Reduce Structural damage dealt to your ship by 2. Discard this card if your ship wrecks or is banished. Bury this card to repair your ship or to recharge 1d4+1 random cards from your discard pile. After playing this card, succeed at a Craft 9 check to recharge this card instead of discarding or burying it. Lost in the Storm Card 1: Shapechange
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card. Lost in the Storm Card 2: Avatar of Dagon
None Villain B Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck. Lost in the Storm Card 3: Karkinoi
None Henchman B Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Lost in the Storm Card 4: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Lost in the Storm Card 5: 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. Lost in the Storm Card 6: Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Ship: Abrogail's Fury:
Ship 6
When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8 When Commanding (Wrecked): "Reduce structural damage to this ship by 1. Remove the Swashbuckling trait from all of your checks." Treat the adventure deck number of this scenario as 7. This scenario has no blessings deck. When adding henchman, shuffle a number of henchman equal to the number of characters into the location deck. Display each villain listed on any character’s Chronicle sheet from Scenario 0-6D: The Pirate Party next to the scenario. Any character may banish one of them to reduce damage dealt to that character by 6, to add 1 die to any check attempted by that character, or to explore that character’s location. Displayed Villains: 5 Additional Rules: Villain: Avatar of Dagon:
Villain Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck. Henchmen: Karkinoi x4:
Henchman Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 7 Turn: 4, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location. Spoiler:
Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Spoiler:
Gargoyle Sniper
SS Monster 4 Traits: Gargoyle Scout To Defeat: Combat 18 If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one. Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you. If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4. Spoiler:
Pirate Captain
SS Monster B Traits: Human Captain Pirate Veteran To Defeat: Combat 12 Before you act, recharge a card. The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check. After you act, the Pirate Captain deals 2 Structural damage to your ship. Spoiler:
Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Barriers Spoiler:
Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Spoiler:
Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Spoiler:
Lookout Duty
SS Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
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. Spoiler:
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. Weapons Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spoiler:
Furious Broadsword +2
SS Weapon 6 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d6 rolled on this check is a 6, count it as a 7. Spoiler:
Adamantine Trident +3
SS Weapon 6 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8. If a monster has a power that increases the difficulty of a combat check, ignore that power. Spoiler:
Zul
SS Weapon 2 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait. Spoiler:
Rapier +2
SS Weapon 4 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Freezing Sphere
SS Spell 3 Traits: Magic Arcane Cold Attack To Acquire: Intelligence Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Shapechange
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card. Spoiler:
Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Control Weather
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait. At the end of the turn, discard this card to move any character. Any movement restrictions still apply. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Freezing Sphere
SS Spell 3 Traits: Magic Arcane Cold Attack To Acquire: Intelligence Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Eel Skin Armor
SS Armor 4 Traits: Light Armor Magic Aquatic Swashbuckling To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Ring of Regeneration
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. Spoiler:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Spoiler:
Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Spyglass
SS Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Allies Spoiler:
Barefoot Samms Toppin
SS Ally B Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Spoiler:
Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Heartbreak Hinsin
SS Ally B Traits: Human Aristocrat Pirate To Acquire: Dexterity Disable 4 THEN Charisma Diplomacy 7 Bury this card to succeed at your check to defeat a barrier that has the Task trait. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Mase Darimar
SS Ally 4 Traits: Half-Elf Druid Captain Pirate To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of Abadar
SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Besmara:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
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. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Valendron/EmpTyger: Hourglass Card 19 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 21 Amli/eddiephlash: Hourglass Card 20 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack: Hourglass Card 21 Amli/eddiephlash
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Zova/AAUGHWHY: Hourglass Card 22 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 24 Valendron/EmpTyger: Hourglass Card 23 Zova/AAUGHWHY
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 25 Amli/eddiephlash: Hourglass Card 24 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Ezren/Bigguyinblack: Hourglass Card 25 Amli/eddiephlash
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Ezren/Bigguyinblack
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. Plunder Deck W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Plunder Deck Card 1:
Falchion +3 SS Weapon 6 Traits: Sword Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Location #1: Lost in the Storm
Impossible Bottle: , Pirate Hunting, Baby Triceratops
Loot Type: Item Traits: Object Magic To Acquire: Display this card. Reduce Structural damage dealt to your ship by 2. Discard this card if your ship wrecks or is banished. Bury this card to repair your ship or to recharge 1d4+1 random cards from your discard pile. After playing this card, succeed at a Craft 9 check to recharge this card instead of discarding or burying it. Lost in the Storm Card 1: Baby Triceratops
SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Lost in the Storm Card 2: Pirate Hunting
SS Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Lost in the Storm Card 3: Siren Caller
SS Monster B Traits: Siren Aquatic Veteran To Defeat: Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced. The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any. If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck. Lost in the Storm Card 4: Karkinoi
None Henchman B Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Lost in the Storm Card 5: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Lost in the Storm Card 6: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Lost in the Storm Card 7: 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. Lost in the Storm Card 8: Crystal of Healing Hands
SS Item 3 Traits: Accessory Magic Divine Healing To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card. After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it. Lost in the Storm Card 9: Giant Sea Anemone
SS Monster 5 Traits: Animal Aquatic To Defeat: Combat 20 The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage. You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone. If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one. Lost in the Storm Card 10: Shapechange
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card. Lost in the Storm Card 11: Avatar of Dagon
None Villain B Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck. Lost in the Storm Card 12: Karkinoi
None Henchman B Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Lost in the Storm Card 13: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Lost in the Storm Card 14: 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. Lost in the Storm Card 15: Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Ship: Abrogail's Fury:
Ship 6
When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8 When Commanding (Wrecked): "Reduce structural damage to this ship by 1. Remove the Swashbuckling trait from all of your checks." Treat the adventure deck number of this scenario as 7. This scenario has no blessings deck. When adding henchman, shuffle a number of henchman equal to the number of characters into the location deck. Display each villain listed on any character’s Chronicle sheet from Scenario 0-6D: The Pirate Party next to the scenario. Any character may banish one of them to reduce damage dealt to that character by 6, to add 1 die to any check attempted by that character, or to explore that character’s location. Displayed Villains: 5 Additional Rules: Villain: Avatar of Dagon:
Villain Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck. Henchmen: Karkinoi x4:
Henchman Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 7 Turn: 1, Amli/eddiephlash Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Sargassum Fiend
SS Monster 4 Traits: Plant Aquatic To Defeat: Wisdom Perception 12 The Sargassum Fiend is immune to the Mental and Poison traits. If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn. Spoiler:
Bakekujira
SS Monster 6 Traits: Undead Aquatic To Defeat: Combat 22 OR Wisdom Divine 18 The Bakekujira is immune to the Mental and Poison traits. Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location. After you act, the Bakekujira deals 1d4+1 Structural damage to your ship. Spoiler:
Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Spoiler:
Mercenary
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. Armed to the teeth, a mercenary has survived both wars and reckless adventurers_ Spoiler:
Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Barriers Spoiler:
Lookout Duty
SS Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Hull Damage
SS Barrier 1 Traits: Obstacle Aquatic Veteran To Defeat: Intelligence Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card. Spoiler:
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. Spoiler:
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. Spoiler:
Albatross Soup
SS Barrier 5 Traits: Task To Defeat: Constitution Fortitude 15 Banish an ally to evade and banish this barrier. Before the encounter, bury the top card of your deck. If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Weapons Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Enervating Pistol +3
SS Weapon 6 Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic To Acquire: Dexterity Ranged Craft 15 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6. Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill. Spoiler:
Rapier +2
SS Weapon 4 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Distance Musket +1
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location. Spells Spoiler:
Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Freezing Sphere
SS Spell 3 Traits: Magic Arcane Cold Attack To Acquire: Intelligence Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Speed
SS Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Find Traps
SS Spell B Traits: Magic Divine To Acquire: Wisdom Divine 6 Discard this card to add 2 dice to any check to defeat a barrier. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Items Spoiler:
Gloves of Dueling
SS Item 5 Traits: Accessory Magic Swashbuckling To Acquire: Charisma Diplomacy 13 Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it. Spoiler:
Potion of the Ocean
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait. Spoiler:
Onyx of Constitution
SS Item B Traits: Object Magic To Acquire: Constitution 7 Recharge this card to roll your Constitution die instead of the normal die on a non-combat check. Spoiler:
Astrolabe
SS Item 1 Traits: Tool To Acquire: Wisdom Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it. Spoiler:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Allies Spoiler:
Royster McCleagh
SS Ally 2 Traits: Human Fighter Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Cut-Throat Grok
SS Ally 1 Traits: Half-Orc Fighter Pirate To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7 Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Audessa Reyquio
SS Ally 4 Traits: Human Aristocrat To Acquire: Dexterity Acrobatics 7 THEN Charisma Diplomacy 10 Reveal this card to add 1 to your check. You may play another ally on this check. Discard this card to explore your location. Spoiler:
Sandara Quinn
SS Ally 1 Traits: Human Cleric Pirate To Acquire: Charisma Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Conchobhar Turlach Shortstone
SS Ally 1 Traits: Gnome Bard Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of Gorum
SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Sivanah
SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Pharasma
SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Achaekek:
Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Bigguyinblack: Spoiler: Hourglass Card 2 Zova/AAUGHWHY: Hourglass Card 1 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Valendron/EmpTyger: Hourglass Card 2 Zova/AAUGHWHY
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Amli/eddiephlash: Hourglass Card 3 Valendron/EmpTyger
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Ezren/Bigguyinblack: Hourglass Card 4 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Zova/AAUGHWHY: Hourglass Card 5 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Valendron/EmpTyger: Hourglass Card 6 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Amli/eddiephlash: Hourglass Card 7 Valendron/EmpTyger
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Ezren/Bigguyinblack: Hourglass Card 8 Amli/eddiephlash
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Zova/AAUGHWHY: Hourglass Card 9 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Valendron/EmpTyger: Hourglass Card 10 Zova/AAUGHWHY
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Amli/eddiephlash: Hourglass Card 11 Valendron/EmpTyger
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Ezren/Bigguyinblack: Hourglass Card 12 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Zova/AAUGHWHY: Hourglass Card 13 Ezren/Bigguyinblack
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Valendron/EmpTyger: Hourglass Card 14 Zova/AAUGHWHY
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. Spoiler: Hourglass Card 16 Amli/eddiephlash: Hourglass Card 15 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Ezren/Bigguyinblack: Hourglass Card 16 Amli/eddiephlash
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Zova/AAUGHWHY: Hourglass Card 17 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Valendron/EmpTyger: Hourglass Card 18 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Amli/eddiephlash: Hourglass Card 19 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 21 Ezren/Bigguyinblack: Hourglass Card 20 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 22 Zova/AAUGHWHY: Hourglass Card 21 Ezren/Bigguyinblack
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Valendron/EmpTyger: Hourglass Card 22 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 24 Amli/eddiephlash: Hourglass Card 23 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Ezren/Bigguyinblack: Hourglass Card 24 Amli/eddiephlash
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Zova/AAUGHWHY: Hourglass Card 25 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 27 Valendron/EmpTyger: Hourglass Card 26 Zova/AAUGHWHY
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Amli/eddiephlash: Hourglass Card 27 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Ezren/Bigguyinblack: Hourglass Card 28 Amli/eddiephlash
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Ezren/Bigguyinblack
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. Plunder Deck W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Plunder Deck Card 1:
Falchion +3 SS Weapon 6 Traits: Sword Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Location #1: Lost in the Storm
Lost in the Storm Card 1: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Lost in the Storm Card 2: Baby Triceratops
SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Lost in the Storm Card 3: Pirate Hunting
SS Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Lost in the Storm Card 4: Karkinoi
None Henchman B Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Lost in the Storm Card 5: Siren Caller
SS Monster B Traits: Siren Aquatic Veteran To Defeat: Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced. The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any. If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck. Lost in the Storm Card 6: Karkinoi
None Henchman B Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Lost in the Storm Card 7: 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. Lost in the Storm Card 8: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Lost in the Storm Card 9: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Lost in the Storm Card 10: 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. Lost in the Storm Card 11: Crystal of Healing Hands
SS Item 3 Traits: Accessory Magic Divine Healing To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card. After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it. Lost in the Storm Card 12: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Lost in the Storm Card 13: Giant Sea Anemone
SS Monster 5 Traits: Animal Aquatic To Defeat: Combat 20 The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage. You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone. If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one. Lost in the Storm Card 14: Shapechange
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card. Lost in the Storm Card 15: Avatar of Dagon
None Villain B Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck. Lost in the Storm Card 16: Karkinoi
None Henchman B Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Lost in the Storm Card 17: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Lost in the Storm Card 18: 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. Lost in the Storm Card 19: Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location. Lost in the Storm Card 20: Karkinoi
None Henchman B Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Lost in the Storm Card 21: Giant Sea Anemone
SS Monster 5 Traits: Animal Aquatic To Defeat: Combat 20 The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage. You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone. If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the adventure deck number of this scenario as 7. This scenario has no blessings deck. When adding henchman, shuffle a number of henchman equal to the number of characters into the location deck. Display each villain listed on any character’s Chronicle sheet from Scenario 0-6D: The Pirate Party next to the scenario. Any character may banish one of them to reduce damage dealt to that character by 6, to add 1 die to any check attempted by that character, or to explore that character’s location. Displayed Villains: 5 Additional Rules: Villain: Avatar of Dagon:
Villain Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck. Henchmen: Karkinoi x4:
Henchman Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 7 Turn: 0, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Shark-Eating Crab
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll. Bury any allies played on the check to defeat the Shark-Eating Crab. Spoiler:
Pirate Captain
SS Monster B Traits: Human Captain Pirate Veteran To Defeat: Combat 12 Before you act, recharge a card. The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check. After you act, the Pirate Captain deals 2 Structural damage to your ship. Spoiler:
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. Spoiler:
Mercenary
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. Armed to the teeth, a mercenary has survived both wars and reckless adventurers_ Spoiler:
Werecrocodile
SS Monster 3 Traits: Lycanthrope Aquatic To Defeat: Combat 18 Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5. If undefeated, shuffle this card into a random open location. If the check to defeat has the Cold trait, add 1d6 to it. Barriers Spoiler:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Spoiler:
Pirate Hunting
SS Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Spoiler:
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. Spoiler:
Sabotage
SS Barrier 5 Traits: Task Fire To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
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. Weapons Spoiler:
Animalbane Dagger +1
SS Weapon 1 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait. Spoiler:
Seaborne Trident +1
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check. Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Trident +2
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8. Spoiler:
Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spells Spoiler:
Control Weather
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait. At the end of the turn, discard this card to move any character. Any movement restrictions still apply. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Wall of Blades
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Hellknight Armor
SS Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
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. Items Spoiler:
Ring of Rat Fangs
SS Item 4 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 10 If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile. Spoiler:
Emerald of Dexterity
SS Item B Traits: Object Magic To Acquire: Dexterity 7 Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check. Spoiler:
Helpful Haversack
SS Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Spoiler:
Crown of Swords
SS Item 2 Traits: Accessory Magic To Acquire: Wisdom Divine Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location. Spoiler:
Pearl of Wisdom
SS Item B Traits: Object Magic To Acquire: Wisdom 7 Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check. Allies Spoiler:
Pierce Jerrell
SS Ally 3 Traits: Human Sorcerer Captain Pirate To Acquire: Intelligence Arcane 6 OR Charisma Diplomacy 9 Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Albatross
SS Ally 5 Traits: Animal To Acquire: Wisdom Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck. Spoiler:
Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Spoiler:
Avimar Sorrinash
SS Ally 4 Traits: Lycanthrope Captain Pirate To Acquire: Wisdom Survival 8 THEN Charisma Diplomacy 11 If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Milani
SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: :
[/b]
Traits:
Hours Remaining: 0 [b]Hourglass
Hourglass Cards/Turn Order:
Plunder Deck W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Location #1: Lost in the Storm
Scenario 0-6F: Lost in the Storm You can no longer control your ship. It careens madly at an angle, soaring along a wall of water. Deadly whirlpools lead deeper into darkness. The heavens are obscured, the light is fading, and all hope is gone. Inexorable as death itself, the swift currents drag you downward as the tortuous waters swallow your ship whole. Madness seizes your crew. While a handful of heroes prepare themselves to meet with eternity, weaker souls abandon all reason, screaming so loudly that even the storm cannot drown out their cries of terror. Babbling, gibbering, pleading to all the gods you know—and a few you do not—their minds surrender to the inevitable, cast adrift from sanity. The few brave souls who can endure this creeping madness stand with their weapons ready. All eyes are cast down into the depths, where something approximating dry land—if such a phenomenon is even possible here—waits for you within the vortex. The creatures that defend it have no need for sanity or reason. Their twisted bodies serve as a mockery of conventional anatomy. They walk like men, like crabs, like insects, like tangled masses of tentacles and fins and teeth and appendages that defy all effort at description. An entourage of karkinoi—half-ogre, half-crab, all murderous—commands the teeming throng. The Shadow in the Sea has assembled His boarding party, and at any moment, your ship will be dashed to pieces on the slippery surface that sustains these creatures’ obscene bulk. You hear the wood of your ship begin to crack as it tears asunder, its portions drifting apart… and as the remaining survivors scream, the winds of the whirlpool and the madness of the maelstrom convey blasphemous creatures towards the remaining fragments of your ship. Darkness surrounds you. The ship falls further apart. You must fight or die. During This Scenario:
Treat the adventure deck number of this scenario as 7.
This scenario has no blessings deck. When adding henchman, shuffle a number of henchman equal to the number of characters into the location deck. Display each villain listed on any character’s Chronicle sheet from Scenario 0-6D: The Pirate Party next to the scenario. Any character may banish one of them to reduce damage dealt to that character by 6, to add 1 die to any check attempted by that character, or to explore that character’s location. The specific identities of the villains doesn't matter; I'll just list them as a quantity of "displayed villains"
Ship:
CHOOSE ANY CLASS 6 OR LOWER SHIP AS YOUR SHIP. YOUR SHIP IS ANCHORED AT LOST IN THE STORM. Scenario Reward:
For the rest of the Adventure Path, when setting up each scenario, you may temporarily replace a card in your deck with a loot card of the same type.
At the end of each scenario, return the loot to the game box. ---------------------------------
Villain: Avatar of Dagon:
Villain Type: Monster Traits: Aberration Aquatic Diety To Defeat: Combat 42 THEN Combat 42 OR Divine 24 Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck. If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck. Henchmen: Karkinoi x4: Henchman Type: Monster Traits: Animal Aquatic Veteran To Defeat: Combat 25 The difficulty to defeat is increased by the adventure deck number of the current scenario. If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll. If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from.
Completed Scenario 0-6E: Into the Maelstrom Scenario Reward:
Scenario Development:
Acquired Cards: Mase Darimar (Ally 4)
Blessing of Norgorber (Blessing 5) Crystal of Healing Hands (Item 3)
Blazing Servant (Spell 4) Distance Musket +1 (Weapon 6) Extra Drawn Allies:
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt. At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations. The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile. To win the scenario, close all locations. Additional Rules: Henchman: Hurricane Winds:
Henchman 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. Henchman: Lightning Elemental (Proxy A):
Henchman Type: Monster Traits: Elemental To Defeat: Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from. Henchman: Hurricane Winds Henchman: Lightning Elemental (Proxy A) Scenario Level (#): 6 Turn: 15, Zova/AAUGHWHY Random Cards:
Monsters Spoiler:
Insanity Daemon
SS Monster 5 Traits: Outsider To Defeat: Combat 20 The Insanity Demon may not be evaded and is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait. After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn. Spoiler:
Marine
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2. Spoiler:
Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Spoiler:
Pirate Captain
SS Monster B Traits: Human Captain Pirate Veteran To Defeat: Combat 12 Before you act, recharge a card. The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check. After you act, the Pirate Captain deals 2 Structural damage to your ship. Spoiler:
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Barriers Spoiler:
Jagged Shoals
SS Barrier 3 Traits: Obstacle Task Aquatic To Defeat: Intelligence Knowledge Wisdom Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn. Spoiler:
Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Spoiler:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Spoiler:
Albatross Soup
SS Barrier 5 Traits: Task To Defeat: Constitution Fortitude 15 Banish an ally to evade and banish this barrier. Before the encounter, bury the top card of your deck. If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Weapons Spoiler:
Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spoiler:
Humanbane Gladius +2
SS Weapon 5 Traits: Sword Melee Slashing Finesse Swashbuckling Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Falchion +3
SS Weapon 6 Traits: Sword Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Spoiler:
Furious Broadsword +2
SS Weapon 6 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d6 rolled on this check is a 6, count it as a 7. Spells Spoiler:
Obscure
SS Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Telekinesis
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check. For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
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. Spoiler:
Wall of Fire
SS Spell 3 Traits: Magic Arcane Divine Attack Fire To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Eel Skin Armor
SS Armor 4 Traits: Light Armor Magic Aquatic Swashbuckling To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Potion of Healing
SS Item B Traits: Liquid Alchemical Healing To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Spoiler:
Alkali Flask
SS Item 4 Traits: Liquid Attack Acid Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it. Spoiler:
Jolly Roger
SS Item 2 Traits: Object Swashbuckling To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships. Spoiler:
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. Allies Spoiler:
Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Heartbreak Hinsin
SS Ally B Traits: Human Aristocrat Pirate To Acquire: Dexterity Disable 4 THEN Charisma Diplomacy 7 Bury this card to succeed at your check to defeat a barrier that has the Task trait. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Merrill Pegsworthy
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. Spoiler:
Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Spoiler:
Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Blessings Spoiler:
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. Spoiler:
Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of the Gods:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 15 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Valendron/EmpTyger: Spoiler: Hourglass Card 2 Amli/eddiephlash: Hourglass Card 1 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Ezren/Bigguyinblack: Hourglass Card 2 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Zova/AAUGHWHY: Hourglass Card 3 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Valendron/EmpTyger: Hourglass Card 4 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Amli/eddiephlash: Hourglass Card 5 Valendron/EmpTyger
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Ezren/Bigguyinblack: Hourglass Card 6 Amli/eddiephlash
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Zova/AAUGHWHY: Hourglass Card 7 Ezren/Bigguyinblack
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Valendron/EmpTyger: Hourglass Card 8 Zova/AAUGHWHY
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Amli/eddiephlash: Hourglass Card 9 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Ezren/Bigguyinblack: Hourglass Card 10 Amli/eddiephlash
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Zova/AAUGHWHY: Hourglass Card 11 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Valendron/EmpTyger: Hourglass Card 12 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Amli/eddiephlash: Hourglass Card 13 Valendron/EmpTyger
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Ezren/Bigguyinblack: Hourglass Card 14 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Helm
Location #2: Bow
Bow Card 1 (Henchman Proxy A1): Henchman Proxy A1
SS Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Bow Card 2 (Chelish Marine):
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Location #3: Rigging Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Ezren/Bigguyinblack, None Location #4: Crow's Nest
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt. At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations. The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile. To win the scenario, close all locations. Additional Rules: Henchman: Hurricane Winds:
Henchman 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. Henchman: Lightning Elemental (Proxy A):
Henchman Type: Monster Traits: Elemental To Defeat: Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from. Henchman: Hurricane Winds Henchman: Lightning Elemental (Proxy A) Scenario Level (#): 6 Turn: 12, Valendron/EmpTyger Random Cards:
Monsters Spoiler:
Blood Hag
SS Monster 3 Traits: Hag To Defeat: Combat 15 All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any. Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. If defeated, the Blood Hag deals 3 Fire damage to each character at your location. Spoiler:
Manticore
SS Monster 3 Traits: Aberration Manticore To Defeat: Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character. Spoiler:
Shark-Eating Crab
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll. Bury any allies played on the check to defeat the Shark-Eating Crab. Spoiler:
Port Peril Corsair
SS Monster 2 Traits: Elf Pirate Veteran To Defeat: Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you. If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any. Spoiler:
Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Barriers Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
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. Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Weapons Spoiler:
Navigator Musket +1
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Reveal this card to add 1d6 to your non-combat Wisdom or Perception check. Spoiler:
Invigorating Kukri +1
SS Weapon 4 Traits: Knife Melee Slashing Healing Finesse Magic To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. Spoiler:
Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Furious Broadsword +2
SS Weapon 6 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d6 rolled on this check is a 6, count it as a 7. Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spells Spoiler:
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. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Raise Dead
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead. After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Freezing Sphere
SS Spell 3 Traits: Magic Arcane Cold Attack To Acquire: Intelligence Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Wall of Blades
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
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. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Helpful Haversack
SS Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Spoiler:
Anchor
SS Item B Traits: Tool To Acquire: Wisdom Survival 8 Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card. Spoiler:
Ring of Rat Fangs
SS Item 4 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 10 If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile. Spoiler:
Potion of Flying
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply. Spoiler:
Sapphire of Intelligence
SS Item B Traits: Object Magic To Acquire: Intelligence 7 Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check. Allies Spoiler:
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. Spoiler:
Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Spoiler:
Barefoot Samms Toppin
SS Ally B Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Mase Darimar
SS Ally 4 Traits: Half-Elf Druid Captain Pirate To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Merrill Pegsworthy
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. Blessings Spoiler:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Abadar:
Blessing of Abadar
SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 18 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
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. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Helm
Helm Card 1 (Henchman Proxy A2): Henchman Proxy A2
SS Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Helm Card 2: Skeleton Crew
SS Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to succeed at your check to defeat a barrier that has the Task trait. Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Helm Card 3: Werecrocodile
SS Monster 3 Traits: Lycanthrope Aquatic To Defeat: Combat 18 Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5. If undefeated, shuffle this card into a random open location. If the check to defeat has the Cold trait, add 1d6 to it. Helm Card 4: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Helm Card 5: Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Helm Card 6: 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. Helm Card 7: Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Helm Card 8: 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. Helm Card 9:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #2: Bow At This Location: At the start of your turn, you may examine the top card of this location deck. When Closing: Succeed at an Intelligence 30 check. When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Ezren/Bigguyinblack, Bow Card 1 (Henchman Proxy A1): Henchman Proxy A1
SS Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Bow Card 2 (Chelish Marine):
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Location #3: Rigging Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Zova/AAUGHWHY, None Location #4: Crow's Nest
Crow's Nest Card 1 (Social Niceties): 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. Crow's Nest Card 2: Drowning Spikes Trap
SS Barrier 1 Traits: Trap Aquatic To Defeat: Dexterity Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt. At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations. The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile. To win the scenario, close all locations. Additional Rules: Henchman: Hurricane Winds:
Henchman 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. Henchman: Lightning Elemental:
Henchman Type: Monster Traits: Elemental To Defeat: Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from. Henchman: Hurricane Winds Henchman: Lightning Elemental Scenario Level (#): 6 Turn: 8, Valendron/EmpTyger Random Cards:
Monsters Spoiler:
Gargoyle Sniper
SS Monster 4 Traits: Gargoyle Scout To Defeat: Combat 18 If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one. Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you. If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4. Spoiler:
Mercenary
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. Armed to the teeth, a mercenary has survived both wars and reckless adventurers_ Spoiler:
Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Spoiler:
Bakekujira
SS Monster 6 Traits: Undead Aquatic To Defeat: Combat 22 OR Wisdom Divine 18 The Bakekujira is immune to the Mental and Poison traits. Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location. After you act, the Bakekujira deals 1d4+1 Structural damage to your ship. Spoiler:
Manticore
SS Monster 3 Traits: Aberration Manticore To Defeat: Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character. Barriers Spoiler:
Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Pirate 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. Spoiler:
Pirate Hunting
SS Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Spoiler:
Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Spoiler:
Hull Damage
SS Barrier 1 Traits: Obstacle Aquatic Veteran To Defeat: Intelligence Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card. Weapons Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Saltbox
SS Weapon 4 Traits: Firearm Ranged Piercing Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
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. Spoiler:
Furious Broadsword +2
SS Weapon 6 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d6 rolled on this check is a 6, count it as a 7. Spoiler:
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. Spells Spoiler:
Animated Weapon
SS Spell 2 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Spoiler:
Holy Feast
SS Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 13 Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it. Spoiler:
Speed
SS Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Shapechange
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card. Spoiler:
Obscure
SS Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
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. Items Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Spoiler:
Powder Keg
SS Item 3 Traits: Object Alchemical To Acquire: Intelligence Craft 11 When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice. Spoiler:
Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Spoiler:
Emerald of Dexterity
SS Item B Traits: Object Magic To Acquire: Dexterity 7 Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check. Spoiler:
Besmara's Bones
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Allies Spoiler:
Dindreann
SS Ally 3 Traits: Human Cleric To Acquire: Charisma Diplomacy 11 On your turn, discard this card to examine the top card of your location deck. You may then explore your location. Spoiler:
Rosie Cusswell
SS Ally 1 Traits: Halfling Fighter Pirate To Acquire: Charisma Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Spoiler:
Sefina
SS Ally 4 Traits: Nymph Nereid To Acquire: Wisdom Survival Charisma Diplomacy 12 Bury this card to evade your encounter. Banish this card to explore your location. Add 4 to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of Milani
SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Abadar
SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Erastil
SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Sivanah
SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of the Gods:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
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. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Valendron/EmpTyger: Hourglass Card 19 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 21 Amli/eddiephlash: Hourglass Card 20 Valendron/EmpTyger
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack: Hourglass Card 21 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Helm
Helm Card 1: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Helm Card 2: Henchman Proxy A2
SS Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Helm Card 3: Skeleton Crew
SS Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to succeed at your check to defeat a barrier that has the Task trait. Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Helm Card 4: 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. Helm Card 5: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Helm Card 6: Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Helm Card 7: 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. Helm Card 8: Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Helm Card 9: 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. Helm Card 10:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #2: Bow At This Location: At the start of your turn, you may examine the top card of this location deck. When Closing: Succeed at an Intelligence 30 check. When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Ezren/Bigguyinblack, Bow Card 1: Mercenary
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. Armed to the teeth, a mercenary has survived both wars and reckless adventurers_ Bow Card 2: Tot Flask
SS Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it. Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it. Bow Card 3: Marine
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2. Bow Card 4: Potion of Healing
SS Item B Traits: Liquid Alchemical Healing To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck. Bow Card 5: Henchman Proxy A1
SS Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Bow Card 6 (Chelish Marine):
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Location #3: Rigging At This Location: You may recharge a card to evade your encounter. When Closing: Succeed at a Dexterity 30 check. When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, None Rigging Card 1: Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Rigging Card 2: Lookout Duty
SS Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Rigging Card 3: Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Rigging Card 4:
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. Location #4: Crow's Nest At This Location: At the start of your turn, you may examine the top card of a random open location deck. When Closing: Succeed at a Wisdom 30 check. When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Amli/eddiephlash, None Crow's Nest Card 1: Distance Musket +1
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location. Crow's Nest Card 2: 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. Crow's Nest Card 3: Drowning Spikes Trap
SS Barrier 1 Traits: Trap Aquatic To Defeat: Dexterity Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt. At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations. The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile. To win the scenario, close all locations. Additional Rules: Henchman: Hurricane Winds:
Henchman 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. Henchman: Lightning Elemental:
Henchman Type: Monster Traits: Elemental To Defeat: Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from. Henchman: Hurricane Winds Henchman: Lightning Elemental Scenario Level (#): 6 Turn: 4, Valendron/EmpTyger Random Cards:
Monsters Spoiler:
Sapphire Jellyfish
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits. Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location. If the check to defeat has the Piercing or Slashing trait, add 1d8 to it. Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage. Spoiler:
Jellyfish Swarm
SS Monster 2 Traits: Animal Aquatic Swarm To Defeat: Combat 16 OR Dexterity Acrobatics 10 If the check to defeat has the Piercing or Slashing trait, add 1d8 to it. All damage from the Jellyfish Swarm is Poison damage. If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated. Spoiler:
Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Spoiler:
Manticore
SS Monster 3 Traits: Aberration Manticore To Defeat: Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character. Spoiler:
Will-o'-Wisp
SS Monster 3 Traits: Aberration To Defeat: Combat 16 OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait. Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand. These maletic aberrations feed on the fear of terrified travelers_ Barriers Spoiler:
Sabotage
SS Barrier 5 Traits: Task Fire To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Symbol of Insanity
SS Barrier 4 Traits: Trap Magic To Defeat: Wisdom Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand. Spoiler:
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. Spoiler:
Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Weapons Spoiler:
Humanbane Gladius +2
SS Weapon 5 Traits: Sword Melee Slashing Finesse Swashbuckling Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
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. Spoiler:
Rapier +2
SS Weapon 4 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Furious Broadsword +2
SS Weapon 6 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d6 rolled on this check is a 6, count it as a 7. Spoiler:
Trident +2
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8. Spells Spoiler:
Blazing Servant
SS Spell 4 Traits: Magic Arcane Divine Fire To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Spoiler:
Speed
SS Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Safe Harbor
SS Spell 2 Traits: Magic Arcane Healing To Acquire: Intelligence Arcane 8 Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Find Traps
SS Spell B Traits: Magic Divine To Acquire: Wisdom Divine 6 Discard this card to add 2 dice to any check to defeat a barrier. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Armors Spoiler:
Eel Skin Armor
SS Armor 4 Traits: Light Armor Magic Aquatic Swashbuckling To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
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. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Items Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Spoiler:
Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Spoiler:
Nautical Charts
SS Item B Traits: Book To Acquire: Wisdom Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply. Spoiler:
Emerald of Dexterity
SS Item B Traits: Object Magic To Acquire: Dexterity 7 Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check. Spoiler:
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. Allies Spoiler:
Albatross
SS Ally 5 Traits: Animal To Acquire: Wisdom Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck. Spoiler:
Mase Darimar
SS Ally 4 Traits: Half-Elf Druid Captain Pirate To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Rosie Cusswell
SS Ally 1 Traits: Halfling Fighter Pirate To Acquire: Charisma Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Ambrose "Fishguts" Kroop
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of Gorum
SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of 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. Spoiler:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Hshurha:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
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. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Valendron/EmpTyger: Hourglass Card 19 Zova/AAUGHWHY
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Amli/eddiephlash: Hourglass Card 20 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack: Hourglass Card 21 Amli/eddiephlash
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Zova/AAUGHWHY: Hourglass Card 22 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Valendron/EmpTyger: Hourglass Card 23 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Amli/eddiephlash: Hourglass Card 24 Valendron/EmpTyger
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Ezren/Bigguyinblack: Hourglass Card 25 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 26 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Helm
Helm Card 1: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Helm Card 2: Henchman Proxy A2
SS Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Helm Card 3: Skeleton Crew
SS Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to succeed at your check to defeat a barrier that has the Task trait. Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Helm Card 4: 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. Helm Card 5: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Helm Card 6: Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Helm Card 7: 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. Helm Card 8: Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Helm Card 9: 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. Helm Card 10:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #2: Bow At This Location: At the start of your turn, you may examine the top card of this location deck. When Closing: Succeed at an Intelligence 30 check. When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Ezren/Bigguyinblack, Wyvern Blade Trap Bow Card 1: Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Bow Card 2: Mercenary
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. Armed to the teeth, a mercenary has survived both wars and reckless adventurers_ Bow Card 3: Tot Flask
SS Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it. Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it. Bow Card 4: Marine
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2. Bow Card 5: Potion of Healing
SS Item B Traits: Liquid Alchemical Healing To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck. Bow Card 6: Henchman Proxy A1
SS Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Bow Card 7 (Chelish Marine):
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Location #3: Rigging At This Location: You may recharge a card to evade your encounter. When Closing: Succeed at a Dexterity 30 check. When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. M: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, None Rigging Card 1: Raise Dead
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead. After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it. Rigging Card 2: 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. Rigging Card 3: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Rigging Card 4: Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Rigging Card 5: Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Rigging Card 6: Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Rigging Card 7: Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Rigging Card 8:
Lookout Duty
SS Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Location #4: Crow's Nest At This Location: At the start of your turn, you may examine the top card of a random open location deck. When Closing: Succeed at a Wisdom 30 check. When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Amli/eddiephlash, None Crow's Nest Card 1: Instant Armor
SS Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 3 When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it. Crow's Nest Card 2: Blood Hag
SS Monster 3 Traits: Hag To Defeat: Combat 15 All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any. Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. If defeated, the Blood Hag deals 3 Fire damage to each character at your location. Crow's Nest Card 3: Symbol of Insanity
SS Barrier 4 Traits: Trap Magic To Defeat: Wisdom Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand. Crow's Nest Card 4: Crystal of Healing Hands
SS Item 3 Traits: Accessory Magic Divine Healing To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card. After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it. Crow's Nest Card 5: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Crow's Nest Card 6: Distance Musket +1
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location. Crow's Nest Card 7: 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. Crow's Nest Card 8: Drowning Spikes Trap
SS Barrier 1 Traits: Trap Aquatic To Defeat: Dexterity Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt. At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations. The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile. To win the scenario, close all locations. Additional Rules: Henchman: Hurricane Winds:
Henchman 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. Henchman: Lightning Elemental:
Henchman Type: Monster Traits: Elemental To Defeat: Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from. Henchman: Hurricane Winds Henchman: Lightning Elemental Scenario Level (#): 6 Turn: 1, Amli/eddiephlash Random Cards:
Monsters Spoiler:
Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Spoiler:
Will-o'-Wisp
SS Monster 3 Traits: Aberration To Defeat: Combat 16 OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait. Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand. These maletic aberrations feed on the fear of terrified travelers_ Spoiler:
Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Spoiler:
Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Spoiler:
Port Peril Corsair
SS Monster 2 Traits: Elf Pirate Veteran To Defeat: Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you. If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any. Barriers Spoiler:
Pirate Hunting
SS Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Spoiler:
Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Spoiler:
Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Spoiler:
Lookout Duty
SS Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Weapons Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spoiler:
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. Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spoiler:
Invigorating Kukri +1
SS Weapon 4 Traits: Knife Melee Slashing Healing Finesse Magic To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spells Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Spoiler:
Wall of Blades
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Find Traps
SS Spell B Traits: Magic Divine To Acquire: Wisdom Divine 6 Discard this card to add 2 dice to any check to defeat a barrier. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Armors Spoiler:
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. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
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. Items Spoiler:
Jolly Roger
SS Item 2 Traits: Object Swashbuckling To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships. Spoiler:
Potion of Flying
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply. Spoiler:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Crown of Swords
SS Item 2 Traits: Accessory Magic To Acquire: Wisdom Divine Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location. Allies Spoiler:
Barracuda Aiger
SS Ally 5 Traits: Half-Elf Rogue Captain Pirate To Acquire: Dexterity Ranged 9 THEN Charisma Diplomacy 12 If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards. Banish this card and recharge another card to examine your location deck. Spoiler:
Cut-Throat Grok
SS Ally 1 Traits: Half-Orc Fighter Pirate To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7 Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Spoiler:
Pierce Jerrell
SS Ally 3 Traits: Human Sorcerer Captain Pirate To Acquire: Intelligence Arcane 6 OR Charisma Diplomacy 9 Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Merrill Pegsworthy
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. Blessings Spoiler:
Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Abadar
SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Sivanah:
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. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Bigguyinblack: Spoiler: Hourglass Card 2 Zova/AAUGHWHY: Hourglass Card 1 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Valendron/EmpTyger: Hourglass Card 2 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Amli/eddiephlash: Hourglass Card 3 Valendron/EmpTyger
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Ezren/Bigguyinblack: Hourglass Card 4 Amli/eddiephlash
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Zova/AAUGHWHY: Hourglass Card 5 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Valendron/EmpTyger: Hourglass Card 6 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Amli/eddiephlash: Hourglass Card 7 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Ezren/Bigguyinblack: Hourglass Card 8 Amli/eddiephlash
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Zova/AAUGHWHY: Hourglass Card 9 Ezren/Bigguyinblack
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Valendron/EmpTyger: Hourglass Card 10 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Amli/eddiephlash: Hourglass Card 11 Valendron/EmpTyger
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Ezren/Bigguyinblack: Hourglass Card 12 Amli/eddiephlash
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. Spoiler: Hourglass Card 14 Zova/AAUGHWHY: Hourglass Card 13 Ezren/Bigguyinblack
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Valendron/EmpTyger: Hourglass Card 14 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Amli/eddiephlash: Hourglass Card 15 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Ezren/Bigguyinblack: Hourglass Card 16 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Zova/AAUGHWHY: Hourglass Card 17 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Valendron/EmpTyger: Hourglass Card 18 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Amli/eddiephlash: Hourglass Card 19 Valendron/EmpTyger
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Ezren/Bigguyinblack: Hourglass Card 20 Amli/eddiephlash
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Zova/AAUGHWHY: Hourglass Card 21 Ezren/Bigguyinblack
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Valendron/EmpTyger: Hourglass Card 22 Zova/AAUGHWHY
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Amli/eddiephlash: Hourglass Card 23 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Ezren/Bigguyinblack: Hourglass Card 24 Amli/eddiephlash
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Zova/AAUGHWHY: Hourglass Card 25 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Valendron/EmpTyger: Hourglass Card 26 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 28 Amli/eddiephlash: Hourglass Card 27 Valendron/EmpTyger
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Ezren/Bigguyinblack: Hourglass Card 28 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 29 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Helm
Helm Card 1: Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Helm Card 2: Skeleton Crew
SS Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to succeed at your check to defeat a barrier that has the Task trait. Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Helm Card 3: Werecrocodile
SS Monster 3 Traits: Lycanthrope Aquatic To Defeat: Combat 18 Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5. If undefeated, shuffle this card into a random open location. If the check to defeat has the Cold trait, add 1d6 to it. Helm Card 4: 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. Helm Card 5: Henchman Proxy A2
SS Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Helm Card 6: Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Helm Card 7: Slip
SS Ally 3 Traits: Halfling Spy To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9 On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location. Helm Card 8: Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Helm Card 9: 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. Helm Card 10: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Helm Card 11:
Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Location #2: Bow At This Location: At the start of your turn, you may examine the top card of this location deck. When Closing: Succeed at an Intelligence 30 check. When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Ezren/Bigguyinblack, None Bow Card 1: Royster McCleagh
SS Ally 2 Traits: Human Fighter Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Bow Card 2: Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Bow Card 3: Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Bow Card 4: 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. Bow Card 5: 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_ Bow Card 6: Marine
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2. Bow Card 7: Tot Flask
SS Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it. Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it. Bow Card 8: Potion of Healing
SS Item B Traits: Liquid Alchemical Healing To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck. Bow Card 9: Henchman Proxy A1
SS Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Bow Card 10:
Mase Darimar
SS Ally 4 Traits: Half-Elf Druid Captain Pirate To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Location #3: Rigging At This Location: You may recharge a card to evade your encounter. When Closing: Succeed at a Dexterity 30 check. When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, None Rigging Card 1: Giant Spyglass Octopus
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 THEN Combat 18 Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage. If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck. Rigging Card 2: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Rigging Card 3: Raise Dead
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead. After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it. Rigging Card 4: 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. Rigging Card 5: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Rigging Card 6: Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Rigging Card 7: Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Rigging Card 8: Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Rigging Card 9: Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Rigging Card 10:
Lookout Duty
SS Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Location #4: Crow's Nest At This Location: At the start of your turn, you may examine the top card of a random open location deck. When Closing: Succeed at a Wisdom 30 check. When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Amli/eddiephlash, None Crow's Nest Card 1: 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. Crow's Nest Card 2: Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Crow's Nest Card 3: Instant Armor
SS Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 3 When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it. Crow's Nest Card 4: Blood Hag
SS Monster 3 Traits: Hag To Defeat: Combat 15 All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any. Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. If defeated, the Blood Hag deals 3 Fire damage to each character at your location. Crow's Nest Card 5: Symbol of Insanity
SS Barrier 4 Traits: Trap Magic To Defeat: Wisdom Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand. Crow's Nest Card 6: Crystal of Healing Hands
SS Item 3 Traits: Accessory Magic Divine Healing To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card. After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it. Crow's Nest Card 7: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Crow's Nest Card 8: Distance Musket +1
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location. Crow's Nest Card 9: 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. Crow's Nest Card 10: Drowning Spikes Trap
SS Barrier 1 Traits: Trap Aquatic To Defeat: Dexterity Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Acquired Cards for 0-6D, with bonus pulls: Slip (Ally 3)
Flaming Buckler Gun (Armor 6)
Blessing of Pharasma (Blessing B)
Sniper Goggles (Item 4)
Blasting Pistol +2 (Weapon 5)
Reflecting Buckler (Armor 5)
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt. At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations. The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile. To win the scenario, close all locations. Additional Rules: Henchman: Hurricane Winds:
Henchman 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. Henchman: Lightning Elemental:
Henchman Type: Monster Traits: Elemental To Defeat: Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from. Henchman: Hurricane Winds Henchman: Lightning Elemental Scenario Level (#): 6 Turn: 0, Amli/eddiephlash Random Cards:
Monsters Spoiler:
Sargassum Fiend
SS Monster 4 Traits: Plant Aquatic To Defeat: Wisdom Perception 12 The Sargassum Fiend is immune to the Mental and Poison traits. If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn. Spoiler:
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. Spoiler:
Norgorber Cultist
SS Monster 5 Traits: Elf Cultist To Defeat: Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck. Spoiler:
Canopy Creeper
SS Monster 2 Traits: Plant To Defeat: Combat 12 The Canopy Creeper is immune to the Electricity, Mental, and Poison traits. If the check to defeat has the Cold or Slashing trait, add 1d8 to it. Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3. Spoiler:
Norgorber Cultist
SS Monster 5 Traits: Elf Cultist To Defeat: Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck. Barriers Spoiler:
Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
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. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Weapons Spoiler:
Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
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. Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Sword Cane Pistol +2
SS Weapon 4 Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic To Acquire: Dexterity Ranged Craft 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill. Spoiler:
Invigorating Kukri +1
SS Weapon 4 Traits: Knife Melee Slashing Healing Finesse Magic To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. Spells Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Freezing Sphere
SS Spell 3 Traits: Magic Arcane Cold Attack To Acquire: Intelligence Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Recast
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and choose a character to play a spell from his discard pile. 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 14 check to recharge this card instead of discarding it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Recast
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and choose a character to play a spell from his discard pile. 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 14 check to recharge this card instead of discarding it. Armors Spoiler:
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. Spoiler:
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. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Nautical Charts
SS Item B Traits: Book To Acquire: Wisdom Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply. Spoiler:
Crown of Swords
SS Item 2 Traits: Accessory Magic To Acquire: Wisdom Divine Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location. Spoiler:
Potion of Flying
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply. Spoiler:
Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Spoiler:
Token of Remembrance
SS Item B Traits: Object Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Allies Spoiler:
Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Spoiler:
Albatross
SS Ally 5 Traits: Animal To Acquire: Wisdom Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck. Spoiler:
Ambrose "Fishguts" Kroop
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Besmaran Priest
SS Ally B Traits: Human Cleric Pirate To Acquire: Divine Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: :
[/b]
Traits:
Hours Remaining: 0 [b]Hourglass
Hourglass Cards/Turn Order:
Location #1: Helm
Location #2: Bow
Location #3: Rigging
Location #4: Crow's Nest
Scenario 0-6E: Into The Maelstrom Winds scream as your ship descends into the maelstrom. Dark skies blot out the sun. At best, your course is an educated guess. You know you’re drawing closer to your destination, not only because of your skill as a sailor, but because of the growing sense of dread from the crewmen you’ve captured. If you were a cynic, you’d think the storm itself was working to foil your plans. As you approach your fearful destination, the storm gets worse. Nervous crewmen hold onto the ship while lumbering across the deck. Whenever a crewman stands in place for more than a moment, he lashes himself to anything sturdy. The rigging whips back and forth; the sails are on the verge of being torn to shreds; the crew appears crazed and desperate. Some frantically look for anything they can repair, for you’re as concerned about containing the damage as anything else. Few would attempt a voyage as dangerous as this, but you know that if you can’t confront your fears, your nightmares will be worse. As the heavens rage, a wizened sailor stands on the forecastle of your ship, staring out into the tempest. “A shadow lies over these waters,” he proclaims. “The Shadow in the Seas… a force more powerful and ancient than the Shrouded Queen.” You slowly approach the old salt, fearing what he might reveal. “He takes many forms in this world,” he continues, “and He has many names… but He has one that men dare not speak…” With a trembling hand, he gestures towards the storm, “We seek His sanctum… for HE is an avatar of DAGON!” At the mention of His name, the waves tower over you. Lightning dances in the heavens. The fury of a tempest surrounds you. Your chances of survival have just dramatically decreased. During this Scenario:
When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations. The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile. To win the scenario, close all locations. Ship:
The party does not have a ship Scenario Reward:
Each character draws an ally from the box. ---------------------------------
Henchman: Hurricane Winds:
Henchman 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. Henchman Proxy A: Lightning Elemental:
Henchman Type: Monster Traits: Elemental To Defeat: Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from. Henchman: Hurricane Winds Henchman Proxy A: Lightning Elemental
Completed Scenario 0-6D: The Pirate Party Scenario Reward:
Development:
Acquired Cards:
Flaming Buckler Gun (Armor 6)
Blessing of Pharasma (Blessing B)
Sniper Goggles (Item 4)
Blasting Pistol +2 (Weapon 5)
4x Item or Armors
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship: Abrogail's Fury:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist (in pile):
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia (In Pile):
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer:
Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 24, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Spoiler:
Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Spoiler:
Manticore
SS Monster 3 Traits: Aberration Manticore To Defeat: Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character. Spoiler:
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. Spoiler:
Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Barriers Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Spoiler:
Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Spoiler:
Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Weapons Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Saltbox
SS Weapon 4 Traits: Firearm Ranged Piercing Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spells Spoiler:
Blazing Servant
SS Spell 4 Traits: Magic Arcane Divine Fire To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Spoiler:
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. Spoiler:
Recast
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and choose a character to play a spell from his discard pile. 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 14 check to recharge this card instead of discarding it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Freezing Sphere
SS Spell 3 Traits: Magic Arcane Cold Attack To Acquire: Intelligence Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Topaz of Strength
SS Item B Traits: Object Magic To Acquire: Strength 7 Recharge this card to roll your Strength die instead of the normal die on a non-combat check. Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Spoiler:
Spyglass
SS Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Spoiler:
Alkali Flask
SS Item 4 Traits: Liquid Attack Acid Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it. Allies Spoiler:
Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Spoiler:
Baby Triceratops
SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Spoiler:
Sandara Quinn
SS Ally 1 Traits: Human Cleric Pirate To Acquire: Charisma Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Pharasma:
Blessing of Pharasma
SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 3 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 Plunder Deck Card 1:
Sniper Goggles SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Location #1: Fort Hazard
Besmara's Bones:
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Location #2: Lucrehold
Lucrehold Card 1 (Sweetlips and Scurvy): Sweetlips and Scurvy
SS Villain 6 Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Lucrehold Card 2: Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Lucrehold Card 3: Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Lucrehold Card 4: Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Lucrehold Card 5: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Lucrehold Card 6: Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Lucrehold Card 7: Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Lucrehold Card 8:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #3: Murder Hole Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Shrine to Besmara
Location #5: Sea Fort
Location #6: Torture Pit
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship: Abrogail's Fury:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist (in pile):
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia (In Pile):
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer:
Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 20, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Spoiler:
Giant Rock Crab
SS Monster 1 Traits: Animal Aquatic To Defeat: Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll. If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you. Spoiler:
Norgorber Cultist
SS Monster 5 Traits: Elf Cultist To Defeat: Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck. Spoiler:
Port Peril Corsair
SS Monster 2 Traits: Elf Pirate Veteran To Defeat: Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you. If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any. Spoiler:
Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Barriers Spoiler:
Lookout Duty
SS Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Spoiler:
Jagged Shoals
SS Barrier 3 Traits: Obstacle Task Aquatic To Defeat: Intelligence Knowledge Wisdom Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn. Spoiler:
Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Spoiler:
Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Weapons Spoiler:
Saltbox
SS Weapon 4 Traits: Firearm Ranged Piercing Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Grayflame Mace +2
SS Weapon 5 Traits: Mace Melee Bludgeoning Magic To Acquire: Strength Melee Divine 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait. Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spells Spoiler:
Animated Weapon
SS Spell 2 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Spoiler:
Holy Feast
SS Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 13 Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it. Spoiler:
Divine Fortune
SS Spell 4 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card. Spoiler:
Recast
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and choose a character to play a spell from his discard pile. 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 14 check to recharge this card instead of discarding it. Spoiler:
Geyser
SS Spell 2 Traits: Magic Arcane Divine Fire Attack To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6. 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 10 check to recharge this card instead of discarding it. Armors Spoiler:
Hellknight Armor
SS Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
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. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Items Spoiler:
Potion of Flying
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply. Spoiler:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Spoiler:
Wand of Flame
SS Item 2 Traits: Wand Attack Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it. Spoiler:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Spoiler:
Potion of Flying
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply. Allies Spoiler:
Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Spoiler:
Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Spoiler:
Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Spoiler:
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. Spoiler:
Baby Triceratops
SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Blessings Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Asmodeus:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 7 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 Plunder Deck Card 1:
Sniper Goggles SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Location #1: Fort Hazard
Besmara's Bones:
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Location #2: Lucrehold
Lucrehold Card 1: 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. Lucrehold Card 2: Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Lucrehold Card 3: Omara Culverin
SS Villain 6 Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Lucrehold Card 4: Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Lucrehold Card 5: Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Lucrehold Card 6: Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Lucrehold Card 7: Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Lucrehold Card 8: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Lucrehold Card 9: Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Lucrehold Card 10:
Sweetlips and Scurvy
SS Villain 6 Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Location #3: Murder Hole Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Shrine to Besmara
Location #5: Sea Fort
Location #6: Torture Pit
Torture Pit Card 1: Captain Horrus Riptooth
SS Villain 6 Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Torture Pit Card 2: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Torture Pit Card 3: Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Torture Pit Card 4: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship: Abrogail's Fury:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist (in pile):
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia (In Pile):
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer:
Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 17, Amli/eddiephlash Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Spoiler:
Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait. Spoiler:
Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Spoiler:
Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Spoiler:
Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location. Barriers Spoiler:
Hull Damage
SS Barrier 1 Traits: Obstacle Aquatic Veteran To Defeat: Intelligence Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card. Spoiler:
Sabotage
SS Barrier 5 Traits: Task Fire To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Spoiler:
Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Spoiler:
Pirate 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. Weapons Spoiler:
Furious Broadsword +2
SS Weapon 6 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d6 rolled on this check is a 6, count it as a 7. Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spoiler:
Navigator Musket +1
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Reveal this card to add 1d6 to your non-combat Wisdom or Perception check. Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Rapier +2
SS Weapon 4 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Recast
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and choose a character to play a spell from his discard pile. 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 14 check to recharge this card instead of discarding it. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Spoiler:
Find Traps
SS Spell B Traits: Magic Divine To Acquire: Wisdom Divine 6 Discard this card to add 2 dice to any check to defeat a barrier. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
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. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Items Spoiler:
Onyx of Constitution
SS Item B Traits: Object Magic To Acquire: Constitution 7 Recharge this card to roll your Constitution die instead of the normal die on a non-combat check. Spoiler:
Astrolabe
SS Item 1 Traits: Tool To Acquire: Wisdom Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it. Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Staff of Weather
SS Item 6 Traits: Staff Magic To Acquire: Intelligence Arcane 12 Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait. Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top. Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Allies Spoiler:
Rosie Cusswell
SS Ally 1 Traits: Halfling Fighter Pirate To Acquire: Charisma Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Spoiler:
Crimson Cogward
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Strength Melee 6 OR Charisma Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Baby Triceratops
SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Spoiler:
Lady Cerise Bloodmourn
SS Ally 4 Traits: Human Aristocrat Captain Pirate To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11 Bury this card and recharge another card to succeed at your check to close a location. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of Sivanah
SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of 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. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Geryon:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 10 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Bigguyinblack: Spoiler: Hourglass Card 2 Zova/AAUGHWHY: Hourglass Card 1 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Valendron/EmpTyger: Hourglass Card 2 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Amli/eddiephlash: Hourglass Card 3 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Ezren/Bigguyinblack: Hourglass Card 4 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Zova/AAUGHWHY: Hourglass Card 5 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Valendron/EmpTyger: Hourglass Card 6 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Amli/eddiephlash: Hourglass Card 7 Valendron/EmpTyger
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Ezren/Bigguyinblack: Hourglass Card 8 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Zova/AAUGHWHY: Hourglass Card 9 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 Plunder Deck Card 1:
Sniper Goggles SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Location #1: Fort Hazard
Besmara's Bones:
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Location #2: Lucrehold
Lucrehold Card 1: Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Lucrehold Card 2: Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Lucrehold Card 3: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Lucrehold Card 4: 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. Lucrehold Card 5: Omara Culverin
SS Villain 6 Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Lucrehold Card 6: Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Lucrehold Card 7: Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Lucrehold Card 8: Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Lucrehold Card 9: Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Lucrehold Card 10:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #3: Murder Hole Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Shrine to Besmara
Location #5: Sea Fort
Sea Fort Card 1: Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Sea Fort Card 2: 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. Sea Fort Card 3: Sweetlips and Scurvy
SS Villain 6 Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Sea Fort Card 4: Seaborne Trident +1
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check. Sea Fort Card 5 (Pirate Guard): Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Sea Fort Card 6 (Gargiya):
Gargiya
SS Monster 6 Traits: Aberration Aquatic To Defeat: Combat 25 All damage from the Gargiya is Fire damage. If defeated, the Gargiya deals 1d8 Fire damage to each character at your location. Location #6: Torture Pit At This Location: 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. When Closing: Succeed at a Dexterity or Acrobatics 11 check. When Permanently Closed: On closing, bury a card. M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Torture Pit Card 1 (Captain Horrus Riptooth): Captain Horrus Riptooth
SS Villain 6 Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Torture Pit Card 2 (Ambush): Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Torture Pit Card 3 (Ederleigh Baines): Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship: Abrogail's Fury:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist (in pile):
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia (In Pile):
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer:
Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 15, Zova/AAUGHWHY Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Sea Drake
SS Monster B Traits: Dragon Aquatic To Defeat: Combat 14 The Sea Drake is immune to the Electricity trait. Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage. After you act, the Sea Drake deals 1 Structural damage to your ship. Spoiler:
Giant Rock Crab
SS Monster 1 Traits: Animal Aquatic To Defeat: Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll. If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you. Spoiler:
Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Spoiler:
Blood Hag
SS Monster 3 Traits: Hag To Defeat: Combat 15 All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any. Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. If defeated, the Blood Hag deals 3 Fire damage to each character at your location. Spoiler:
Jellyfish Swarm
SS Monster 2 Traits: Animal Aquatic Swarm To Defeat: Combat 16 OR Dexterity Acrobatics 10 If the check to defeat has the Piercing or Slashing trait, add 1d8 to it. All damage from the Jellyfish Swarm is Poison damage. If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated. Barriers Spoiler:
Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Spoiler:
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. Spoiler:
Sabotage
SS Barrier 5 Traits: Task Fire To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
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. Weapons Spoiler:
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. Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spoiler:
Flaming Falcata +3
SS Weapon 5 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Spells Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Spoiler:
Geyser
SS Spell 2 Traits: Magic Arcane Divine Fire Attack To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6. 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 10 check to recharge this card instead of discarding it. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Recast
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and choose a character to play a spell from his discard pile. 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 14 check to recharge this card instead of discarding it. Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Armors Spoiler:
Eel Skin Armor
SS Armor 4 Traits: Light Armor Magic Aquatic Swashbuckling To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Items Spoiler:
Spyglass
SS Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Jolly Roger
SS Item 2 Traits: Object Swashbuckling To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships. Spoiler:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Spoiler:
Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Allies Spoiler:
Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Spoiler:
Rosie Cusswell
SS Ally 1 Traits: Halfling Fighter Pirate To Acquire: Charisma Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Spoiler:
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. Spoiler:
Lady Cerise Bloodmourn
SS Ally 4 Traits: Human Aristocrat Captain Pirate To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11 Bury this card and recharge another card to succeed at your check to close a location. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of Abadar
SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gorum
SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Milani:
Blessing of Milani
SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 12 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Valendron/EmpTyger: Spoiler: Hourglass Card 2 Amli/eddiephlash: Hourglass Card 1 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Ezren/Bigguyinblack: Hourglass Card 2 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Zova/AAUGHWHY: Hourglass Card 3 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Valendron/EmpTyger: Hourglass Card 4 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Amli/eddiephlash: Hourglass Card 5 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Ezren/Bigguyinblack: Hourglass Card 6 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Zova/AAUGHWHY: Hourglass Card 7 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Valendron/EmpTyger: Hourglass Card 8 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Amli/eddiephlash: Hourglass Card 9 Valendron/EmpTyger
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Ezren/Bigguyinblack: Hourglass Card 10 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Zova/AAUGHWHY: Hourglass Card 11 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 Plunder Deck Card 1:
Sniper Goggles SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Location #1: Fort Hazard
Besmara's Bones:
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Location #2: Lucrehold
Lucrehold Card 1: Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Lucrehold Card 2: Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Lucrehold Card 3: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Lucrehold Card 4: 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. Lucrehold Card 5: Omara Culverin
SS Villain 6 Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Lucrehold Card 6: Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Lucrehold Card 7: Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Lucrehold Card 8: Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Lucrehold Card 9: Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Lucrehold Card 10:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #3: Murder Hole Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Shrine to Besmara
Location #5: Sea Fort
Sea Fort Card 1: Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Sea Fort Card 2: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Sea Fort Card 3: 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. Sea Fort Card 4: Sweetlips and Scurvy
SS Villain 6 Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Sea Fort Card 5: Gargiya
SS Monster 6 Traits: Aberration Aquatic To Defeat: Combat 25 All damage from the Gargiya is Fire damage. If defeated, the Gargiya deals 1d8 Fire damage to each character at your location. Sea Fort Card 6:
Seaborne Trident +1
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check. Location #6: Torture Pit At This Location: 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. When Closing: Succeed at a Dexterity or Acrobatics 11 check. When Permanently Closed: On closing, bury a card. M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Torture Pit Card 1: Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Torture Pit Card 2: Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Torture Pit Card 3: Captain Horrus Riptooth
SS Villain 6 Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Torture Pit Card 4: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Torture Pit Card 5: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship: Abrogail's Fury:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist (in pile):
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia:
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer:
Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 12, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Mercenary
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. Armed to the teeth, a mercenary has survived both wars and reckless adventurers_ Spoiler:
Pirate Captain
SS Monster B Traits: Human Captain Pirate Veteran To Defeat: Combat 12 Before you act, recharge a card. The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check. After you act, the Pirate Captain deals 2 Structural damage to your ship. Spoiler:
Shark-Eating Crab
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll. Bury any allies played on the check to defeat the Shark-Eating Crab. Spoiler:
Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Spoiler:
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Barriers Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Spoiler:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Spoiler:
Sabotage
SS Barrier 5 Traits: Task Fire To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Hull Damage
SS Barrier 1 Traits: Obstacle Aquatic Veteran To Defeat: Intelligence Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card. Weapons Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
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. Spoiler:
Navigator Musket +1
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Reveal this card to add 1d6 to your non-combat Wisdom or Perception check. Spoiler:
Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spells Spoiler:
Vengeful Storm
SS Spell 6 Traits: Magic Divine Attack Acid Cold Electricity To Acquire: Wisdom Divine 14 For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it. Spoiler:
Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Armors Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
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. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Items Spoiler:
Token of Remembrance
SS Item B Traits: Object Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Spoiler:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Spoiler:
Helpful Haversack
SS Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Spoiler:
Spyglass
SS Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Allies Spoiler:
Sandara Quinn
SS Ally 1 Traits: Human Cleric Pirate To Acquire: Charisma Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Baby Triceratops
SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Spoiler:
Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Spoiler:
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. Spoiler:
Sefina
SS Ally 4 Traits: Nymph Nereid To Acquire: Wisdom Survival Charisma Diplomacy 12 Bury this card to evade your encounter. Banish this card to explore your location. Add 4 to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of 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. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of 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. Spoiler:
Blessing of Pharasma
SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Asmodeus:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 15 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 Plunder Deck Card 1:
Sniper Goggles SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Location #1: Fort Hazard
Besmara's Bones:
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Location #2: Lucrehold
Lucrehold Card 1: Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Lucrehold Card 2: Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Lucrehold Card 3: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Lucrehold Card 4: 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. Lucrehold Card 5: Omara Culverin
SS Villain 6 Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Lucrehold Card 6: Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Lucrehold Card 7: Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Lucrehold Card 8: Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Lucrehold Card 9: Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Lucrehold Card 10:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #3: Murder Hole Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Zova/AAUGHWHY, Location #4: Shrine to Besmara
Shrine to Besmara Card 1: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Shrine to Besmara Card 2: Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Shrine to Besmara Card 3: Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 4: Powderpot
SS Villain 6 Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Shrine to Besmara Card 5:
Geyser
SS Spell 2 Traits: Magic Arcane Divine Fire Attack To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6. 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 10 check to recharge this card instead of discarding it. Location #5: Sea Fort At This Location: If you defeat a monster during your exploration, you may immediately explore again. When Closing: Banish an armor. When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. M: 3 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Amli/eddiephlash, None Sea Fort Card 1: Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Sea Fort Card 2: Gargiya
SS Monster 6 Traits: Aberration Aquatic To Defeat: Combat 25 All damage from the Gargiya is Fire damage. If defeated, the Gargiya deals 1d8 Fire damage to each character at your location. Sea Fort Card 3: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Sea Fort Card 4: 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. Sea Fort Card 5: Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Sea Fort Card 6: Sweetlips and Scurvy
SS Villain 6 Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Sea Fort Card 7: 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. Sea Fort Card 8:
Seaborne Trident +1
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check. Location #6: Torture Pit At This Location: 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. When Closing: Succeed at a Dexterity or Acrobatics 11 check. When Permanently Closed: On closing, bury a card. M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Torture Pit Card 1: 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. Torture Pit Card 2: Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Torture Pit Card 3: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Torture Pit Card 4: Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Torture Pit Card 5: Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Torture Pit Card 6: Captain Horrus Riptooth
SS Villain 6 Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Torture Pit Card 7: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Torture Pit Card 8: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship: Abrogail's Fury:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist (in pile):
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia:
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer:
Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 8, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Pirate Bomber
SS Monster 6 Traits: Human Pirate To Defeat: Combat 22 Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location. If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location. Spoiler:
Will-o'-Wisp
SS Monster 3 Traits: Aberration To Defeat: Combat 16 OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait. Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand. These maletic aberrations feed on the fear of terrified travelers_ Spoiler:
Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Spoiler:
Nirento
SS Monster 2 Traits: Plant To Defeat: Combat 11 The Nirento is immune to the Mental and Poison traits. Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons. If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4. Spoiler:
Sargassum Fiend
SS Monster 4 Traits: Plant Aquatic To Defeat: Wisdom Perception 12 The Sargassum Fiend is immune to the Mental and Poison traits. If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn. Barriers Spoiler:
Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Spoiler:
Pirate Hunting
SS Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Spoiler:
Jagged Shoals
SS Barrier 3 Traits: Obstacle Task Aquatic To Defeat: Intelligence Knowledge Wisdom Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn. Spoiler:
Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Spoiler:
Pirate 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. Weapons Spoiler:
Falcata +1
SS Weapon 1 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Spoiler:
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. Spoiler:
Distance Musket +1
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location. Spoiler:
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. Spoiler:
Sword Cane Pistol +2
SS Weapon 4 Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic To Acquire: Dexterity Ranged Craft 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill. Spells Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Control Weather
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait. At the end of the turn, discard this card to move any character. Any movement restrictions still apply. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Safe Harbor
SS Spell 2 Traits: Magic Arcane Healing To Acquire: Intelligence Arcane 8 Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Spoiler:
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. Armors Spoiler:
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. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Crown of Swords
SS Item 2 Traits: Accessory Magic To Acquire: Wisdom Divine Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location. Spoiler:
Potion of Healing
SS Item B Traits: Liquid Alchemical Healing To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Emerald of Dexterity
SS Item B Traits: Object Magic To Acquire: Dexterity 7 Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check. Spoiler:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Spoiler:
Wand of Flame
SS Item 2 Traits: Wand Attack Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it. Allies Spoiler:
Sandara Quinn
SS Ally 1 Traits: Human Cleric Pirate To Acquire: Charisma Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Rotgut
SS Ally 2 Traits: Animal Pirate To Acquire: Wisdom Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result. Discard this card to explore your location. Spoiler:
Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Spoiler:
Avimar Sorrinash
SS Ally 4 Traits: Lycanthrope Captain Pirate To Acquire: Wisdom Survival 8 THEN Charisma Diplomacy 11 If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Rosie Cusswell
SS Ally 1 Traits: Halfling Fighter Pirate To Acquire: Charisma Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of 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. Spoiler:
Blessing of Milani
SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of the Gods:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 19 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 Plunder Deck Card 1:
Sniper Goggles SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Location #1: Fort Hazard
Besmara's Bones:
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Location #2: Lucrehold
Lucrehold Card 1: Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Lucrehold Card 2: Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Lucrehold Card 3: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Lucrehold Card 4: 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. Lucrehold Card 5: Omara Culverin
SS Villain 6 Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Lucrehold Card 6: Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Lucrehold Card 7: Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Lucrehold Card 8: Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Lucrehold Card 9: Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Lucrehold Card 10:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #3: Murder Hole At This Location: The difficulty to defeat monsters is increased by 4. When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer. When Permanently Closed: No effect M: 5 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, Valendron/EmpTyger, Port Peril Corsair, Tetrolimulus Murder Hole Card 1: Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Murder Hole Card 2: Port Peril Corsair
SS Monster 2 Traits: Elf Pirate Veteran To Defeat: Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you. If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any. Murder Hole Card 3: Lusca
SS Monster 6 Traits: Animal Aquatic To Defeat: Combat 20 THEN Combat 20 THEN Combat 20 Before you act, the Lusca deals 1d4+1 Structural damage to your ship. If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck. Murder Hole Card 4: Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Murder Hole Card 5: 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. Murder Hole Card 6: 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. Murder Hole Card 7:
Hyapatia
SS Villain 6 Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Location #4: Shrine to Besmara At This Location: You may add the Pirate and/or Swashbuckling traits to your checks. When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card. When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait. M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: Amli/eddiephlash, None Shrine to Besmara Card 1: Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 2: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Shrine to Besmara Card 3: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Shrine to Besmara Card 4: Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Shrine to Besmara Card 5: Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 6: Powderpot
SS Villain 6 Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Shrine to Besmara Card 7:
Geyser
SS Spell 2 Traits: Magic Arcane Divine Fire Attack To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6. 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 10 check to recharge this card instead of discarding it. Location #5: Sea Fort At This Location: If you defeat a monster during your exploration, you may immediately explore again. When Closing: Banish an armor. When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Sea Fort Card 1 (Shark Skin Armor): Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Sea Fort Card 2: Adamantine Trident +3
SS Weapon 6 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8. If a monster has a power that increases the difficulty of a combat check, ignore that power. Sea Fort Card 3: Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Sea Fort Card 4: Gargiya
SS Monster 6 Traits: Aberration Aquatic To Defeat: Combat 25 All damage from the Gargiya is Fire damage. If defeated, the Gargiya deals 1d8 Fire damage to each character at your location. Sea Fort Card 5: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Sea Fort Card 6: 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. Sea Fort Card 7: Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Sea Fort Card 8: Sweetlips and Scurvy
SS Villain 6 Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Sea Fort Card 9: 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. Sea Fort Card 10:
Seaborne Trident +1
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check. Location #6: Torture Pit At This Location: 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. When Closing: Succeed at a Dexterity or Acrobatics 11 check. When Permanently Closed: On closing, bury a card. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Torture Pit Card 1: 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. Torture Pit Card 2: 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. Torture Pit Card 3: 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. Torture Pit Card 4: Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Torture Pit Card 5: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Torture Pit Card 6: Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Torture Pit Card 7: Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Torture Pit Card 8: Captain Horrus Riptooth
SS Villain 6 Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Torture Pit Card 9: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Torture Pit Card 10: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship: Abrogail's Fury:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist:
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia:
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer:
Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 4, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Spoiler:
Manticore
SS Monster 3 Traits: Aberration Manticore To Defeat: Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character. Spoiler:
Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Spoiler:
Will-o'-Wisp
SS Monster 3 Traits: Aberration To Defeat: Combat 16 OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait. Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand. These maletic aberrations feed on the fear of terrified travelers_ Spoiler:
Voidstick Zombie
SS Monster 5 Traits: Undead Zombie To Defeat: Combat 20 OR Divine 16 The Voidstick Zombie is immune to the Mental and Poison traits. For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card. If undefeated, each character at your location discards 1d4 cards from her deck. Barriers Spoiler:
Jagged Shoals
SS Barrier 3 Traits: Obstacle Task Aquatic To Defeat: Intelligence Knowledge Wisdom Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn. Spoiler:
Treasure Hunt
SS Barrier B Traits: Cache Task Veteran To Defeat: Intelligence Knowledge 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated. Spoiler:
Assassination Attempt
SS Barrier 6 Traits: Skirmish To Defeat: None Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated. After you act, summon and encounter a Buccaneer henchman. Spoiler:
Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Spoiler:
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. Weapons Spoiler:
Falcata +1
SS Weapon 1 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Animalbane Dagger +1
SS Weapon 1 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait. Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spoiler:
Rapier +2
SS Weapon 4 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Shapechange
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Wall of Fire
SS Spell 3 Traits: Magic Arcane Divine Attack Fire To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Obscure
SS Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Armors Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Hellknight Armor
SS Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Onyx of Constitution
SS Item B Traits: Object Magic To Acquire: Constitution 7 Recharge this card to roll your Constitution die instead of the normal die on a non-combat check. Spoiler:
Ring of Rat Fangs
SS Item 4 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 10 If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile. Spoiler:
Pearl of Magic
SS Item 6 Traits: Object Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it. Spoiler:
Nautical Charts
SS Item B Traits: Book To Acquire: Wisdom Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply. Spoiler:
Jolly Roger
SS Item 2 Traits: Object Swashbuckling To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships. Allies Spoiler:
Albatross
SS Ally 5 Traits: Animal To Acquire: Wisdom Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck. Spoiler:
Crimson Cogward
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Strength Melee 6 OR Charisma Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Besmaran Priest
SS Ally B Traits: Human Cleric Pirate To Acquire: Divine Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Slip
SS Ally 3 Traits: Halfling Spy To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9 On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location. Blessings Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Pharasma
SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Sivanah
SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Hshurha:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 23 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 20 Valendron/EmpTyger: Hourglass Card 19 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Amli/eddiephlash: Hourglass Card 20 Valendron/EmpTyger
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack: Hourglass Card 21 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Zova/AAUGHWHY: Hourglass Card 22 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 Plunder Deck Card 1:
Sniper Goggles SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Location #1: Fort Hazard
Besmara's Bones:
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Location #2: Lucrehold
Lucrehold Card 1: Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Lucrehold Card 2: Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Lucrehold Card 3: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Lucrehold Card 4: 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. Lucrehold Card 5: Omara Culverin
SS Villain 6 Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Lucrehold Card 6: Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Lucrehold Card 7: Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Lucrehold Card 8: Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Lucrehold Card 9: Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Lucrehold Card 10:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #3: Murder Hole At This Location: The difficulty to defeat monsters is increased by 4. When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer. When Permanently Closed: No effect M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, Port Peril Corsair Murder Hole Card 1: Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Murder Hole Card 2: Insanity Daemon
SS Monster 5 Traits: Outsider To Defeat: Combat 20 The Insanity Demon may not be evaded and is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait. After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn. Murder Hole Card 3: 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. Murder Hole Card 4: Port Peril Corsair
SS Monster 2 Traits: Elf Pirate Veteran To Defeat: Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you. If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any. Murder Hole Card 5: Lusca
SS Monster 6 Traits: Animal Aquatic To Defeat: Combat 20 THEN Combat 20 THEN Combat 20 Before you act, the Lusca deals 1d4+1 Structural damage to your ship. If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck. Murder Hole Card 6: Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Murder Hole Card 7: Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Murder Hole Card 8: Hyapatia
SS Villain 6 Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Murder Hole Card 9:
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. Location #4: Shrine to Besmara At This Location: You may add the Pirate and/or Swashbuckling traits to your checks. When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card. When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait. M: 2 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: None Shrine to Besmara Card 1 (Vengeful Storm): Vengeful Storm
SS Spell 6 Traits: Magic Divine Attack Acid Cold Electricity To Acquire: Wisdom Divine 14 For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it. Shrine to Besmara Card 2: Rosie Cusswell
SS Ally 1 Traits: Halfling Fighter Pirate To Acquire: Charisma Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Shrine to Besmara Card 3: Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 4: Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 5: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Shrine to Besmara Card 6: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Shrine to Besmara Card 7: Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Shrine to Besmara Card 8: Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 9: Powderpot
SS Villain 6 Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Shrine to Besmara Card 10:
Geyser
SS Spell 2 Traits: Magic Arcane Divine Fire Attack To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6. 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 10 check to recharge this card instead of discarding it. Location #5: Sea Fort At This Location: If you defeat a monster during your exploration, you may immediately explore again. When Closing: Banish an armor. When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Sea Fort Card 1 (Shark Skin Armor): Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Sea Fort Card 2: Adamantine Trident +3
SS Weapon 6 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8. If a monster has a power that increases the difficulty of a combat check, ignore that power. Sea Fort Card 3: Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Sea Fort Card 4: Gargiya
SS Monster 6 Traits: Aberration Aquatic To Defeat: Combat 25 All damage from the Gargiya is Fire damage. If defeated, the Gargiya deals 1d8 Fire damage to each character at your location. Sea Fort Card 5: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Sea Fort Card 6: 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. Sea Fort Card 7: Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Sea Fort Card 8: Sweetlips and Scurvy
SS Villain 6 Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Sea Fort Card 9: 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. Sea Fort Card 10:
Seaborne Trident +1
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check. Location #6: Torture Pit At This Location: 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. When Closing: Succeed at a Dexterity or Acrobatics 11 check. When Permanently Closed: On closing, bury a card. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Torture Pit Card 1: 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. Torture Pit Card 2: 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. Torture Pit Card 3: 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. Torture Pit Card 4: Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Torture Pit Card 5: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Torture Pit Card 6: Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Torture Pit Card 7: Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Torture Pit Card 8: Captain Horrus Riptooth
SS Villain 6 Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Torture Pit Card 9: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Torture Pit Card 10: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship: Abrogail's Fury:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist:
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia:
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer:
Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 2, Ezren/Bigguyinblack Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Marine
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2. Spoiler:
Voidstick Zombie
SS Monster 5 Traits: Undead Zombie To Defeat: Combat 20 OR Divine 16 The Voidstick Zombie is immune to the Mental and Poison traits. For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card. If undefeated, each character at your location discards 1d4 cards from her deck. Spoiler:
Bakekujira
SS Monster 6 Traits: Undead Aquatic To Defeat: Combat 22 OR Wisdom Divine 18 The Bakekujira is immune to the Mental and Poison traits. Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location. After you act, the Bakekujira deals 1d4+1 Structural damage to your ship. Spoiler:
Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location. Spoiler:
Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Barriers Spoiler:
Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Spoiler:
Sabotage
SS Barrier 5 Traits: Task Fire To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Pirate Hunting
SS Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Spoiler:
Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Spoiler:
Symbol of Insanity
SS Barrier 4 Traits: Trap Magic To Defeat: Wisdom Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand. Weapons Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spoiler:
Trident +2
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8. Spoiler:
Flaming Falcata +3
SS Weapon 5 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Spoiler:
Animalbane Dagger +1
SS Weapon 1 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait. Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spells Spoiler:
Shapechange
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card. Spoiler:
Obscure
SS Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Wall of Fire
SS Spell 3 Traits: Magic Arcane Divine Attack Fire To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Holy Feast
SS Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 13 Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it. Armors Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Eel Skin Armor
SS Armor 4 Traits: Light Armor Magic Aquatic Swashbuckling To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
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. Items Spoiler:
Potion of Healing
SS Item B Traits: Liquid Alchemical Healing To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Potion of the Ocean
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait. Spoiler:
Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Spoiler:
Potion of Flying
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply. Spoiler:
Nautical Charts
SS Item B Traits: Book To Acquire: Wisdom Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply. Allies Spoiler:
Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Spoiler:
Heartbreak Hinsin
SS Ally B Traits: Human Aristocrat Pirate To Acquire: Dexterity Disable 4 THEN Charisma Diplomacy 7 Bury this card to succeed at your check to defeat a barrier that has the Task trait. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Spoiler:
Royster McCleagh
SS Ally 2 Traits: Human Fighter Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of the Gods:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 28 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/AAUGHWHY: Spoiler: Hourglass Card 2 Valendron/EmpTyger: Hourglass Card 1 Zova/AAUGHWHY
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. Spoiler: Hourglass Card 3 Amli/eddiephlash: Hourglass Card 2 Valendron/EmpTyger
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Ezren/Bigguyinblack: Hourglass Card 3 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Zova/AAUGHWHY: Hourglass Card 4 Ezren/Bigguyinblack
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Valendron/EmpTyger: Hourglass Card 5 Zova/AAUGHWHY
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Amli/eddiephlash: Hourglass Card 6 Valendron/EmpTyger
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Ezren/Bigguyinblack: Hourglass Card 7 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Zova/AAUGHWHY: Hourglass Card 8 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Valendron/EmpTyger: Hourglass Card 9 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Amli/eddiephlash: Hourglass Card 10 Valendron/EmpTyger
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Ezren/Bigguyinblack: Hourglass Card 11 Amli/eddiephlash
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Zova/AAUGHWHY: Hourglass Card 12 Ezren/Bigguyinblack
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Valendron/EmpTyger: Hourglass Card 13 Zova/AAUGHWHY
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Amli/eddiephlash: Hourglass Card 14 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Ezren/Bigguyinblack: Hourglass Card 15 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Zova/AAUGHWHY: Hourglass Card 16 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Valendron/EmpTyger: Hourglass Card 17 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Amli/eddiephlash: Hourglass Card 18 Valendron/EmpTyger
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Ezren/Bigguyinblack: Hourglass Card 19 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 21 Zova/AAUGHWHY: Hourglass Card 20 Ezren/Bigguyinblack
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Valendron/EmpTyger: Hourglass Card 21 Zova/AAUGHWHY
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Amli/eddiephlash: Hourglass Card 22 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 24 Ezren/Bigguyinblack: Hourglass Card 23 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Zova/AAUGHWHY: Hourglass Card 24 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Valendron/EmpTyger: Hourglass Card 25 Zova/AAUGHWHY
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Amli/eddiephlash: Hourglass Card 26 Valendron/EmpTyger
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Ezren/Bigguyinblack: Hourglass Card 27 Amli/eddiephlash
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 Plunder Deck Card 1:
Sniper Goggles SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Location #1: Fort Hazard
Besmara's Bones:
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Fort Hazard Card 1 (Kerdak Bonefist): Kerdak Bonefist
SS Villain 6 Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Fort Hazard Card 2 (Gargoyle Sniper): 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. Fort Hazard Card 3: Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait. Fort Hazard Card 4: Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Fort Hazard Card 5: Rotgut
SS Ally 2 Traits: Animal Pirate To Acquire: Wisdom Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result. Discard this card to explore your location. Fort Hazard Card 6: Assassination Attempt
SS Barrier 6 Traits: Skirmish To Defeat: None Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated. After you act, summon and encounter a Buccaneer henchman. Fort Hazard Card 7: Barefoot Samms Toppin
SS Ally B Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Fort Hazard Card 8:
Invigorating Kukri +1
SS Weapon 4 Traits: Knife Melee Slashing Healing Finesse Magic To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. Location #2: 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. When Closing: Banish a card that has the Pirate trait. 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. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Lucrehold Card 1: Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Lucrehold Card 2: Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Lucrehold Card 3: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Lucrehold Card 4: 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. Lucrehold Card 5: Omara Culverin
SS Villain 6 Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Lucrehold Card 6: Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Lucrehold Card 7: Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Lucrehold Card 8: Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Lucrehold Card 9: Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Lucrehold Card 10:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #3: Murder Hole At This Location: The difficulty to defeat monsters is increased by 4. When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer. When Permanently Closed: No effect M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: None Murder Hole Card 1: Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Murder Hole Card 2: Port Peril Corsair
SS Monster 2 Traits: Elf Pirate Veteran To Defeat: Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you. If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any. Murder Hole Card 3: Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Murder Hole Card 4: Insanity Daemon
SS Monster 5 Traits: Outsider To Defeat: Combat 20 The Insanity Demon may not be evaded and is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait. After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn. Murder Hole Card 5: Hyapatia
SS Villain 6 Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Murder Hole Card 6: Lusca
SS Monster 6 Traits: Animal Aquatic To Defeat: Combat 20 THEN Combat 20 THEN Combat 20 Before you act, the Lusca deals 1d4+1 Structural damage to your ship. If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck. Murder Hole Card 7: 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. Murder Hole Card 8: 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. Murder Hole Card 9: Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Murder Hole Card 10:
Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Location #4: Shrine to Besmara At This Location: You may add the Pirate and/or Swashbuckling traits to your checks. When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card. When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait. M: 2 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: None Shrine to Besmara Card 1: Vengeful Storm
SS Spell 6 Traits: Magic Divine Attack Acid Cold Electricity To Acquire: Wisdom Divine 14 For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it. Shrine to Besmara Card 2: Rosie Cusswell
SS Ally 1 Traits: Halfling Fighter Pirate To Acquire: Charisma Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Shrine to Besmara Card 3: Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 4: Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 5: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Shrine to Besmara Card 6: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Shrine to Besmara Card 7: Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Shrine to Besmara Card 8: Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 9: Powderpot
SS Villain 6 Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Shrine to Besmara Card 10:
Geyser
SS Spell 2 Traits: Magic Arcane Divine Fire Attack To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6. 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 10 check to recharge this card instead of discarding it. Location #5: Sea Fort At This Location: If you defeat a monster during your exploration, you may immediately explore again. When Closing: Banish an armor. When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Sea Fort Card 1: Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Sea Fort Card 2: Adamantine Trident +3
SS Weapon 6 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8. If a monster has a power that increases the difficulty of a combat check, ignore that power. Sea Fort Card 3: Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Sea Fort Card 4: Gargiya
SS Monster 6 Traits: Aberration Aquatic To Defeat: Combat 25 All damage from the Gargiya is Fire damage. If defeated, the Gargiya deals 1d8 Fire damage to each character at your location. Sea Fort Card 5: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Sea Fort Card 6: 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. Sea Fort Card 7: Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Sea Fort Card 8: Sweetlips and Scurvy
SS Villain 6 Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Sea Fort Card 9: 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. Sea Fort Card 10:
Seaborne Trident +1
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check. Location #6: Torture Pit At This Location: 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. When Closing: Succeed at a Dexterity or Acrobatics 11 check. When Permanently Closed: On closing, bury a card. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Torture Pit Card 1: 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. Torture Pit Card 2: 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. Torture Pit Card 3: 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. Torture Pit Card 4: Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Torture Pit Card 5: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Torture Pit Card 6: Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Torture Pit Card 7: Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Torture Pit Card 8: Captain Horrus Riptooth
SS Villain 6 Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Torture Pit Card 9: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Torture Pit Card 10: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship: Abrogail's Fury:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist:
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia:
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer:
Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 1, Amli/eddiephlash Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Spoiler:
Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Spoiler:
Voidstick Zombie
SS Monster 5 Traits: Undead Zombie To Defeat: Combat 20 OR Divine 16 The Voidstick Zombie is immune to the Mental and Poison traits. For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card. If undefeated, each character at your location discards 1d4 cards from her deck. Spoiler:
Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Spoiler:
Gargoyle Sniper
SS Monster 4 Traits: Gargoyle Scout To Defeat: Combat 18 If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one. Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you. If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4. Barriers Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Spoiler:
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. Spoiler:
Albatross Soup
SS Barrier 5 Traits: Task To Defeat: Constitution Fortitude 15 Banish an ally to evade and banish this barrier. Before the encounter, bury the top card of your deck. If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Weapons Spoiler:
Trident +2
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8. Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spoiler:
Old Salt's Rapier +2
SS Weapon 6 Traits: Rapier Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon. Spoiler:
Navigator Musket +1
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Reveal this card to add 1d6 to your non-combat Wisdom or Perception check. Spells Spoiler:
Geyser
SS Spell 2 Traits: Magic Arcane Divine Fire Attack To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6. 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 10 check to recharge this card instead of discarding it. Spoiler:
Safe Harbor
SS Spell 2 Traits: Magic Arcane Healing To Acquire: Intelligence Arcane 8 Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Telekinesis
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check. For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Obscure
SS Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Armors Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Astrolabe
SS Item 1 Traits: Tool To Acquire: Wisdom Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it. Spoiler:
Helpful Haversack
SS Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Spoiler:
Crystal of Healing Hands
SS Item 3 Traits: Accessory Magic Divine Healing To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card. After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it. Spoiler:
Powder Keg
SS Item 3 Traits: Object Alchemical To Acquire: Intelligence Craft 11 When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice. Spoiler:
Sapphire of Intelligence
SS Item B Traits: Object Magic To Acquire: Intelligence 7 Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check. Allies Spoiler:
Master of the Gales
SS Ally 6 Traits: Human Druid Pirate To Acquire: Charisma Diplomacy 14 Bury this card to succeed at your non-combat check while on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Albatross
SS Ally 5 Traits: Animal To Acquire: Wisdom Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck. Spoiler:
Baby Triceratops
SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Spoiler:
Royster McCleagh
SS Ally 2 Traits: Human Fighter Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Ambrose "Fishguts" Kroop
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of Erastil
SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Sivanah
SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Milani
SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Asmodeus:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Bigguyinblack: Spoiler: Hourglass Card 2 Zova/AAUGHWHY: Hourglass Card 1 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Valendron/EmpTyger: Hourglass Card 2 Zova/AAUGHWHY
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. Spoiler: Hourglass Card 4 Amli/eddiephlash: Hourglass Card 3 Valendron/EmpTyger
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Ezren/Bigguyinblack: Hourglass Card 4 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Zova/AAUGHWHY: Hourglass Card 5 Ezren/Bigguyinblack
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Valendron/EmpTyger: Hourglass Card 6 Zova/AAUGHWHY
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Amli/eddiephlash: Hourglass Card 7 Valendron/EmpTyger
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Ezren/Bigguyinblack: Hourglass Card 8 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Zova/AAUGHWHY: Hourglass Card 9 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Valendron/EmpTyger: Hourglass Card 10 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Amli/eddiephlash: Hourglass Card 11 Valendron/EmpTyger
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Ezren/Bigguyinblack: Hourglass Card 12 Amli/eddiephlash
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Zova/AAUGHWHY: Hourglass Card 13 Ezren/Bigguyinblack
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Valendron/EmpTyger: Hourglass Card 14 Zova/AAUGHWHY
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Amli/eddiephlash: Hourglass Card 15 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Ezren/Bigguyinblack: Hourglass Card 16 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Zova/AAUGHWHY: Hourglass Card 17 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Valendron/EmpTyger: Hourglass Card 18 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 20 Amli/eddiephlash: Hourglass Card 19 Valendron/EmpTyger
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Ezren/Bigguyinblack: Hourglass Card 20 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 22 Zova/AAUGHWHY: Hourglass Card 21 Ezren/Bigguyinblack
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Valendron/EmpTyger: Hourglass Card 22 Zova/AAUGHWHY
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Amli/eddiephlash: Hourglass Card 23 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Ezren/Bigguyinblack: Hourglass Card 24 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 26 Zova/AAUGHWHY: Hourglass Card 25 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Valendron/EmpTyger: Hourglass Card 26 Zova/AAUGHWHY
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Amli/eddiephlash: Hourglass Card 27 Valendron/EmpTyger
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Ezren/Bigguyinblack: Hourglass Card 28 Amli/eddiephlash
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 Plunder Deck Card 1:
Sniper Goggles SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Location #1: Fort Hazard
Fort Hazard Card 1: 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. Fort Hazard Card 2: Besmara's Bones
SS Item 2 Traits: Tool Swashbuckling Besmara To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished. If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship. Fort Hazard Card 3: Invigorating Kukri +1
SS Weapon 4 Traits: Knife Melee Slashing Healing Finesse Magic To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. Fort Hazard Card 4: Kerdak Bonefist
SS Villain 6 Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Fort Hazard Card 5: 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. Fort Hazard Card 6: Barefoot Samms Toppin
SS Ally B Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Fort Hazard Card 7: Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Fort Hazard Card 8: Assassination Attempt
SS Barrier 6 Traits: Skirmish To Defeat: None Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated. After you act, summon and encounter a Buccaneer henchman. Fort Hazard Card 9: Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait. Fort Hazard Card 10:
Rotgut
SS Ally 2 Traits: Animal Pirate To Acquire: Wisdom Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result. Discard this card to explore your location. Location #2: 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. When Closing: Banish a card that has the Pirate trait. 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. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Lucrehold Card 1: Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Lucrehold Card 2: Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Lucrehold Card 3: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Lucrehold Card 4: 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. Lucrehold Card 5: Omara Culverin
SS Villain 6 Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Lucrehold Card 6: Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Lucrehold Card 7: Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Lucrehold Card 8: Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Lucrehold Card 9: Seaweed Siren
SS Monster 6 Traits: Aberration Siren Aquatic To Defeat: Wisdom 12 THEN Wisdom 12 THEN Wisdom 12 The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced. If undefeated, search your deck and discard any allies, then shuffle your deck. Lucrehold Card 10:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Location #3: Murder Hole At This Location: The difficulty to defeat monsters is increased by 4. When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer. When Permanently Closed: No effect M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: None Murder Hole Card 1: Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Murder Hole Card 2: Port Peril Corsair
SS Monster 2 Traits: Elf Pirate Veteran To Defeat: Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you. If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any. Murder Hole Card 3: Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Murder Hole Card 4: Insanity Daemon
SS Monster 5 Traits: Outsider To Defeat: Combat 20 The Insanity Demon may not be evaded and is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait. After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn. Murder Hole Card 5: Hyapatia
SS Villain 6 Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Murder Hole Card 6: Lusca
SS Monster 6 Traits: Animal Aquatic To Defeat: Combat 20 THEN Combat 20 THEN Combat 20 Before you act, the Lusca deals 1d4+1 Structural damage to your ship. If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck. Murder Hole Card 7: 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. Murder Hole Card 8: 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. Murder Hole Card 9: Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Murder Hole Card 10:
Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Location #4: Shrine to Besmara At This Location: You may add the Pirate and/or Swashbuckling traits to your checks. When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card. When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait. M: 2 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: None Shrine to Besmara Card 1: Vengeful Storm
SS Spell 6 Traits: Magic Divine Attack Acid Cold Electricity To Acquire: Wisdom Divine 14 For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it. Shrine to Besmara Card 2: Rosie Cusswell
SS Ally 1 Traits: Halfling Fighter Pirate To Acquire: Charisma Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Shrine to Besmara Card 3: Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 4: Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 5: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Shrine to Besmara Card 6: Sea Hag
SS Monster B Traits: Hag Aquatic To Defeat: Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any. Shrine to Besmara Card 7: Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Shrine to Besmara Card 8: Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Shrine to Besmara Card 9: Powderpot
SS Villain 6 Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Shrine to Besmara Card 10:
Geyser
SS Spell 2 Traits: Magic Arcane Divine Fire Attack To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6. 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 10 check to recharge this card instead of discarding it. Location #5: Sea Fort At This Location: If you defeat a monster during your exploration, you may immediately explore again. When Closing: Banish an armor. When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2. M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Sea Fort Card 1: Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Sea Fort Card 2: Adamantine Trident +3
SS Weapon 6 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8. If a monster has a power that increases the difficulty of a combat check, ignore that power. Sea Fort Card 3: Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Sea Fort Card 4: Gargiya
SS Monster 6 Traits: Aberration Aquatic To Defeat: Combat 25 All damage from the Gargiya is Fire damage. If defeated, the Gargiya deals 1d8 Fire damage to each character at your location. Sea Fort Card 5: Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Sea Fort Card 6: 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. Sea Fort Card 7: Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Sea Fort Card 8: Sweetlips and Scurvy
SS Villain 6 Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Sea Fort Card 9: 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. Sea Fort Card 10:
Seaborne Trident +1
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check. Location #6: Torture Pit At This Location: 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. When Closing: Succeed at a Dexterity or Acrobatics 11 check. When Permanently Closed: On closing, bury a card. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Torture Pit Card 1: 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. Torture Pit Card 2: 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. Torture Pit Card 3: 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. Torture Pit Card 4: Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Torture Pit Card 5: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Torture Pit Card 6: Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Torture Pit Card 7: Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Torture Pit Card 8: Captain Horrus Riptooth
SS Villain 6 Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Torture Pit Card 9: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Torture Pit Card 10: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship: Abrogail's Fury:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist:
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia:
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer:
Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 0, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Pirate Captain
SS Monster B Traits: Human Captain Pirate Veteran To Defeat: Combat 12 Before you act, recharge a card. The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check. After you act, the Pirate Captain deals 2 Structural damage to your ship. Spoiler:
Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Spoiler:
Blood Hag
SS Monster 3 Traits: Hag To Defeat: Combat 15 All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any. Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. If defeated, the Blood Hag deals 3 Fire damage to each character at your location. Spoiler:
Manticore
SS Monster 3 Traits: Aberration Manticore To Defeat: Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character. Spoiler:
Will-o'-Wisp
SS Monster 3 Traits: Aberration To Defeat: Combat 16 OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait. Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand. These maletic aberrations feed on the fear of terrified travelers_ Barriers Spoiler:
Jagged Shoals
SS Barrier 3 Traits: Obstacle Task Aquatic To Defeat: Intelligence Knowledge Wisdom Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn. Spoiler:
Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Spoiler:
Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Spoiler:
Jagged Shoals
SS Barrier 3 Traits: Obstacle Task Aquatic To Defeat: Intelligence Knowledge Wisdom Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn. Weapons Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Navigator Musket +1
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Reveal this card to add 1d6 to your non-combat Wisdom or Perception check. Spoiler:
Zul
SS Weapon 2 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait. Spoiler:
Rapier +2
SS Weapon 4 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Trident +2
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8. Spells Spoiler:
Wall of Blades
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Holy Feast
SS Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 13 Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it. Spoiler:
Safe Harbor
SS Spell 2 Traits: Magic Arcane Healing To Acquire: Intelligence Arcane 8 Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Telekinesis
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check. For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Control Weather
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait. At the end of the turn, discard this card to move any character. Any movement restrictions still apply. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Armors Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Hellknight Armor
SS Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Items Spoiler:
Crown of Swords
SS Item 2 Traits: Accessory Magic To Acquire: Wisdom Divine Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location. Spoiler:
Potion of Healing
SS Item B Traits: Liquid Alchemical Healing To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Spoiler:
Sniper Goggles
SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Allies Spoiler:
Cut-Throat Grok
SS Ally 1 Traits: Half-Orc Fighter Pirate To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7 Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Baby Triceratops
SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Spoiler:
Lady Cerise Bloodmourn
SS Ally 4 Traits: Human Aristocrat Captain Pirate To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11 Bury this card and recharge another card to succeed at your check to close a location. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Conchobhar Turlach Shortstone
SS Ally 1 Traits: Gnome Bard Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Ambrose "Fishguts" Kroop
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: :
[/b]
Traits:
Hours Remaining: 0 [b]Hourglass
Hourglass Cards/Turn Order:
Plunder Deck W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Location #1: Fort Hazard
Location #2: Lucrehold
Location #3: Murder Hole
Location #4: Shrine to Besmara
Location #5: Sea Fort
Location #6: Torture Pit
Scenario 0-6D: The Pirate Party As you were charting a course past the fringe of the Shackles’ eternal hurricane, you were startled by the arrival of the Hurricane King’s ship. The crew signaled for you to come aboard. The winds are fierce this close to the hurricane, but with a bit of planning, you cast off ropes towards the Hurricane King’s ship. The ship’s captain isn’t here to greet you. Neither is the boatswain or the first mate. The surly crew watches you warily. What’s that scurrying across the deck? Is there something else here? Are there many things here? As your breath catches in your throat, you realize that it’s the bugs. The bugs, the bugs, the bugs that got in your hair and in your skull and your mind and they all serve HER. Terror seizes you as the crew lunges towards you, grabbing for boarding pikes and any weapons that lie at hand. You can no longer trust the crew that once served Hurricane King—the Shrouded Queen has enlisted them for a far more sinister purpose. Seems like you’ve become a little too infamous. Like any worthy pirate, you wanted to become a legend. Your tales have inspired an armada of captains to support you in your bid for the Pirate Council, but you’ve also made powerful enemies. The Shrouded Queen managed to suborn the Hurricane King’s ship and crew, but you were made of sterner stuff. She captured you, but could never control you. Now it’s clear that She intends to destroy you. Leering with malevolent intent, her minions advance. During This Scenario:
Treat the villains in the henchmen list as henchmen.
If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.) To win the scenario, defeat and corner the villain Sweetlips and Scurvy. Ship:
Choose any Class 6 or lower ship as your ship. Your ship is anchored at Fort Hazard Scenario Reward:
Each character chooses item or armor and draws a card of that type from the box. ---------------------------------
Villain: Sweetlips and Scurvy:
Villain Type: Monster Traits: Human Bard Pirate Animal To Defeat: Stealth Arcane Wisdom Diplomacy 20 If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck. "We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips Henchman: Kerdak Bonefist:
Villain Type: Monster Traits: Human Captain Pirate To Defeat: Combat 40 THEN Combat 40 If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10. Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card. Damage dealt by Kerdak Bonefist is dealt to all characters. Henchman: Captain Horrus Riptooth:
Villain Type: Monster Traits: Lycanthrope Barbarian Captain Pirate Aquatic To Defeat: Combat 28 THEN Combat 32 Captain Horrus Riptooth may not be evaded. Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6. Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character. Henchman: Hyapatia:
Villain Type: Monster Traits: Lamia Sorcerer To Defeat: Combat 28 THEN Combat 28 If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded. If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck. Henchman: Omara Culverin:
Villain Type: Monster Traits: Human Gunslinger To Defeat: Combat 32 OR Diplomacy 16 Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If your check to defeat has the Ranged trait, add 1d8 to it. After you act, Omara Culverin deals 1d4 Ranged Combat damage to you. Henchman: Powderpot:
Villain Type: Monster Traits: Charau-ka Alchemist Pirate To Defeat: Combat 32 Before you act, Powderpot deals 1d6 Fire damage to each character at your location. If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage. After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location. Summoned Henchman: Draugr Captain:
Henchman 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. Summoned Henchman: Ruffian:
Henchman 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. Summoned Henchman: Buccaneer: Henchman Type: Monster Traits: Human Pirate Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
Completed Scenario 0-6C: The Monster Marsh Scenario Reward:
At the end of each scenario, return the loot to the game box. Development:
Okay, so maybe you’re a little foolish, but the nightmares won’t stop until you face your fears. As you prepare to set a course deeper into the Shackles’ eternal hurricane, a scout in the crow’s nest announces that a ship is approaching. It’s the Hurricane King! Perhaps you won’t have to face these horrors alone… Acquired Cards:
Reflecting Buckler (Armor 5)
Blessing of Asmodeus (Blessing 4)
Alkali Flask (Item 4)
Wall of Fire (Spell 3)
Venomous Pike +2 (Weapon 6)
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. Zova's Ship: Wavecrest:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Mugslup:
Villain Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Henchman: Brineborn Giant:
Henchman Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Gholdako:
Henchman Type: Monster Traits: Undead Giant Cyclops To Defeat: Combat 22 Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Cyclops Oracle:
Henchman Type: Monster Traits: Giant Cyclops Oracle To Defeat: Combat 20 Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 17, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Spoiler:
Lusca
SS Monster 6 Traits: Animal Aquatic To Defeat: Combat 20 THEN Combat 20 THEN Combat 20 Before you act, the Lusca deals 1d4+1 Structural damage to your ship. If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck. Spoiler:
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. Spoiler:
Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Spoiler:
Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Barriers Spoiler:
Symbol of Insanity
SS Barrier 4 Traits: Trap Magic To Defeat: Wisdom Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand. Spoiler:
Sabotage
SS Barrier 5 Traits: Task Fire To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Albatross Soup
SS Barrier 5 Traits: Task To Defeat: Constitution Fortitude 15 Banish an ally to evade and banish this barrier. Before the encounter, bury the top card of your deck. If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Teleportation Trap
SS Barrier 6 Traits: Trap Magic To Defeat: Intelligence Arcane 13 If defeated, you may move any number of characters at your location to a location of your choice. If undefeated, you are dealt 2d4 Combat damage and moved to a random other location. Spoiler:
Assassination Attempt
SS Barrier 6 Traits: Skirmish To Defeat: None Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated. After you act, summon and encounter a Buccaneer henchman. Weapons Spoiler:
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. Spoiler:
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. Spoiler:
Spellsword +2
SS Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Spoiler:
Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Spoiler:
Saltbox
SS Weapon 4 Traits: Firearm Ranged Piercing Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spells Spoiler:
Wall of Blades
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Safe Harbor
SS Spell 2 Traits: Magic Arcane Healing To Acquire: Intelligence Arcane 8 Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
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. Spoiler:
Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Spoiler:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Allies Spoiler:
Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Spoiler:
Slip
SS Ally 3 Traits: Halfling Spy To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9 On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location. Spoiler:
Conchobhar Turlach Shortstone
SS Ally 1 Traits: Gnome Bard Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Besmaran Priest
SS Ally B Traits: Human Cleric Pirate To Acquire: Divine Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of Milani
SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gorum
SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Erastil:
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. Hours Remaining: 13 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 Plunder Deck Card 1: Venomous Pike +2 SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Plunder Deck Card 2:
Baby Triceratops SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Location #1: Ghol-Gan Ruins
Location #2: Ruined Amphitheater
Ruined Amphitheater Card 1: Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Ruined Amphitheater Card 2:
Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Location #3: Teleportation Chamber Closed At This Location: At the end of your turn, move to another location. When Permanently Closed: . M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Hall of Champions
Hall of Champions Card 1 (Mugslup): Mugslup
None Villain 6 Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Hall of Champions Card 2 (Bakekujira): Bakekujira
SS Monster 6 Traits: Undead Aquatic To Defeat: Combat 22 OR Wisdom Divine 18 The Bakekujira is immune to the Mental and Poison traits. Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location. After you act, the Bakekujira deals 1d4+1 Structural damage to your ship. Hall of Champions Card 3:
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. Location #5: Great Stone Bridge Closed At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #6: Eye of Serenity
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. Zova's Ship: Wavecrest:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Mugslup:
Villain Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Henchman: Brineborn Giant:
Henchman Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Gholdako:
Henchman Type: Monster Traits: Undead Giant Cyclops To Defeat: Combat 22 Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Cyclops Oracle:
Henchman Type: Monster Traits: Giant Cyclops Oracle To Defeat: Combat 20 Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 13, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Spoiler:
Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Spoiler:
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Spoiler:
Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location. Spoiler:
Gargiya
SS Monster 6 Traits: Aberration Aquatic To Defeat: Combat 25 All damage from the Gargiya is Fire damage. If defeated, the Gargiya deals 1d8 Fire damage to each character at your location. Barriers Spoiler:
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. Spoiler:
Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
Lookout Duty
SS Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Assassination Attempt
SS Barrier 6 Traits: Skirmish To Defeat: None Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated. After you act, summon and encounter a Buccaneer henchman. Weapons Spoiler:
Seaborne Trident +1
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check. Spoiler:
Dagger Pistol +1
SS Weapon 2 Traits: Knife Firearm Ranged Piercing Swashbuckling Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. When playing another weapon, you may discard this card to add 1d4 to the combat check. Spoiler:
Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Animalbane Dagger +1
SS Weapon 1 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait. Spoiler:
Trident +2
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8. Spells Spoiler:
Vengeful Storm
SS Spell 6 Traits: Magic Divine Attack Acid Cold Electricity To Acquire: Wisdom Divine 14 For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it. Spoiler:
Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Speed
SS Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Obscure
SS Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
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. Spoiler:
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. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Alkali Flask
SS Item 4 Traits: Liquid Attack Acid Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it. Spoiler:
Astrolabe
SS Item 1 Traits: Tool To Acquire: Wisdom Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it. Spoiler:
Pearl of Wisdom
SS Item B Traits: Object Magic To Acquire: Wisdom 7 Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check. Spoiler:
Spyglass
SS Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Potion of Healing
SS Item B Traits: Liquid Alchemical Healing To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck. Allies Spoiler:
Sefina
SS Ally 4 Traits: Nymph Nereid To Acquire: Wisdom Survival Charisma Diplomacy 12 Bury this card to evade your encounter. Banish this card to explore your location. Add 4 to your non-combat checks during this exploration. Spoiler:
Barefoot Samms Toppin
SS Ally B Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Audessa Reyquio
SS Ally 4 Traits: Human Aristocrat To Acquire: Dexterity Acrobatics 7 THEN Charisma Diplomacy 10 Reveal this card to add 1 to your check. You may play another ally on this check. Discard this card to explore your location. Spoiler:
Lady Cerise Bloodmourn
SS Ally 4 Traits: Human Aristocrat Captain Pirate To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11 Bury this card and recharge another card to succeed at your check to close a location. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Master of the Gales
SS Ally 6 Traits: Human Druid Pirate To Acquire: Charisma Diplomacy 14 Bury this card to succeed at your non-combat check while on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of the Gods:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 17 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 Plunder Deck Card 1:
Baby Triceratops SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Location #1: Ghol-Gan Ruins
Location #2: Ruined Amphitheater
Ruined Amphitheater Card 1: Electricity Arc Trap
SS Barrier 4 Traits: Trap Magic Electricity To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14 If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage. Ruined Amphitheater Card 2: Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Ruined Amphitheater Card 3: Pirate Hunting
SS Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Ruined Amphitheater Card 4: Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Ruined Amphitheater Card 5: Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Ruined Amphitheater Card 6: Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ruined Amphitheater Card 7: 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. Ruined Amphitheater Card 8: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ruined Amphitheater Card 9: 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. Ruined Amphitheater Card 10:
Besmaran Priest
SS Ally B Traits: Human Cleric Pirate To Acquire: Divine Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Location #3: Teleportation Chamber Closed At This Location: At the end of your turn, move to another location. When Permanently Closed: . M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Hall of Champions
Hall of Champions Card 1: Bakekujira
SS Monster 6 Traits: Undead Aquatic To Defeat: Combat 22 OR Wisdom Divine 18 The Bakekujira is immune to the Mental and Poison traits. Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location. After you act, the Bakekujira deals 1d4+1 Structural damage to your ship. Hall of Champions Card 2: Mugslup
None Villain 6 Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Hall of Champions Card 3:
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. Location #5: Great Stone Bridge Closed At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Valendron/EmpTyger, Ezren/Bigguyinblack, Location #6: Eye of Serenity
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. Zova's Ship: Wavecrest:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Mugslup:
Villain Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Henchman: Brineborn Giant:
Henchman Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Gholdako:
Henchman Type: Monster Traits: Undead Giant Cyclops To Defeat: Combat 22 Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Cyclops Oracle:
Henchman Type: Monster Traits: Giant Cyclops Oracle To Defeat: Combat 20 Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 9, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Siren Caller
SS Monster B Traits: Siren Aquatic Veteran To Defeat: Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced. The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any. If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck. Spoiler:
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. Spoiler:
Lusca
SS Monster 6 Traits: Animal Aquatic To Defeat: Combat 20 THEN Combat 20 THEN Combat 20 Before you act, the Lusca deals 1d4+1 Structural damage to your ship. If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck. Spoiler:
Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location. Spoiler:
Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Barriers Spoiler:
Phantom Fog
SS Barrier 5 Traits: Obstacle Weather To Defeat: Wisdom Survival 15 If undefeated, move to a random open location and shuffle this card into that location. Spoiler:
Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Spoiler:
Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Hull Damage
SS Barrier 1 Traits: Obstacle Aquatic Veteran To Defeat: Intelligence Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card. Spoiler:
Pirate Hunting
SS Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Weapons Spoiler:
Animalbane Dagger +1
SS Weapon 1 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait. Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Grayflame Mace +2
SS Weapon 5 Traits: Mace Melee Bludgeoning Magic To Acquire: Strength Melee Divine 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait. Spoiler:
Navigator Musket +1
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Reveal this card to add 1d6 to your non-combat Wisdom or Perception check. Spells Spoiler:
Safe Harbor
SS Spell 2 Traits: Magic Arcane Healing To Acquire: Intelligence Arcane 8 Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Raise Dead
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead. After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Geyser
SS Spell 2 Traits: Magic Arcane Divine Fire Attack To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6. 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 10 check to recharge this card instead of discarding it. Spoiler:
Shapechange
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card. Armors Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Jolly Roger
SS Item 2 Traits: Object Swashbuckling To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships. Spoiler:
Potion of Healing
SS Item B Traits: Liquid Alchemical Healing To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Nautical Charts
SS Item B Traits: Book To Acquire: Wisdom Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply. Spoiler:
Tot Flask
SS Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it. Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it. Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Allies Spoiler:
Barracuda Aiger
SS Ally 5 Traits: Half-Elf Rogue Captain Pirate To Acquire: Dexterity Ranged 9 THEN Charisma Diplomacy 12 If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards. Banish this card and recharge another card to examine your location deck. Spoiler:
Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Spoiler:
Rotgut
SS Ally 2 Traits: Animal Pirate To Acquire: Wisdom Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result. Discard this card to explore your location. Spoiler:
Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Spoiler:
Albatross
SS Ally 5 Traits: Animal To Acquire: Wisdom Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck. Blessings Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Asmodeus:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 21 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Valendron/EmpTyger: Hourglass Card 19 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 21 Amli/eddiephlash: Hourglass Card 20 Valendron/EmpTyger
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Amli/eddiephlash
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 Plunder Deck Card 1:
Baby Triceratops SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Location #1: Ghol-Gan Ruins
Ghol-Gan Ruins Card 1 (Brineborn Giant): Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ghol-Gan Ruins Card 2 (Norgorber Cultist): Norgorber Cultist
SS Monster 5 Traits: Elf Cultist To Defeat: Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck. Ghol-Gan Ruins Card 3: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Ghol-Gan Ruins Card 4: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Ghol-Gan Ruins Card 5: 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. Ghol-Gan Ruins Card 6: Dagger Pistol +1
SS Weapon 2 Traits: Knife Firearm Ranged Piercing Swashbuckling Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. When playing another weapon, you may discard this card to add 1d4 to the combat check. Ghol-Gan Ruins Card 7: Vengeful Storm
SS Spell 6 Traits: Magic Divine Attack Acid Cold Electricity To Acquire: Wisdom Divine 14 For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it. Ghol-Gan Ruins Card 8: Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Ghol-Gan Ruins Card 9: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Ghol-Gan Ruins Card 10:
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Location #2: Ruined Amphitheater At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako. When Closing: Succeed at a Wisdom or Perception 9 check. When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Ruined Amphitheater Card 1 (Fuse Grenade): Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Ruined Amphitheater Card 2 (Periscope): Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Ruined Amphitheater Card 3: Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Ruined Amphitheater Card 4: Electricity Arc Trap
SS Barrier 4 Traits: Trap Magic Electricity To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14 If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage. Ruined Amphitheater Card 5: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ruined Amphitheater Card 6: Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Ruined Amphitheater Card 7: Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ruined Amphitheater Card 8: 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. Ruined Amphitheater Card 9: 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. Ruined Amphitheater Card 10:
Besmaran Priest
SS Ally B Traits: Human Cleric Pirate To Acquire: Divine Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Location #3: Teleportation Chamber Closed At This Location: At the end of your turn, move to another location. When Permanently Closed: . M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Hall of Champions
Hall of Champions Card 1 (Mugslup): Mugslup
None Villain 6 Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Hall of Champions Card 2 (Bakekujira):
Bakekujira
SS Monster 6 Traits: Undead Aquatic To Defeat: Combat 22 OR Wisdom Divine 18 The Bakekujira is immune to the Mental and Poison traits. Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location. After you act, the Bakekujira deals 1d4+1 Structural damage to your ship. Location #5: Great Stone Bridge At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster. When Closing: Succeed at a Dexterity or Ranged 10 check. When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile. M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, Great Stone Bridge Card 1: Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Great Stone Bridge Card 2: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Great Stone Bridge Card 3: Sapphire Jellyfish
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits. Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location. If the check to defeat has the Piercing or Slashing trait, add 1d8 to it. Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage. Great Stone Bridge Card 4: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Great Stone Bridge Card 5:
Arronax Endymion
SS Ally 5 Traits: Human Aristocrat Pirate To Acquire: Charisma Diplomacy 13 Banish this card to succeed at your check to defeat a henchman. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Location #6: Eye of Serenity At This Location: If you examine 1 or more cards, examine 1 more card. When Closing: Summon and defeat the henchman Cyclops Oracle. When Permanently Closed: On closing, you may recharge an item from your discard pile. At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck. M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Helpful Haversack, Cannonade Eye of Serenity Card 1 (Brineborn Giant): Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Eye of Serenity Card 2 (Dweller in the Deeps): Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait. Eye of Serenity Card 3: Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Eye of Serenity Card 4: Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Eye of Serenity Card 5: Voidstick Zombie
SS Monster 5 Traits: Undead Zombie To Defeat: Combat 20 OR Divine 16 The Voidstick Zombie is immune to the Mental and Poison traits. For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card. If undefeated, each character at your location discards 1d4 cards from her deck. Eye of Serenity Card 6: Helpful Haversack
SS Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Eye of Serenity Card 7: Crimson Cogward
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Strength Melee 6 OR Charisma Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. Zova's Ship: Wavecrest:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Mugslup:
Villain Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Henchman: Brineborn Giant:
Henchman Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Gholdako:
Henchman Type: Monster Traits: Undead Giant Cyclops To Defeat: Combat 22 Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Cyclops Oracle:
Henchman Type: Monster Traits: Giant Cyclops Oracle To Defeat: Combat 20 Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 5, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Will-o'-Wisp
SS Monster 3 Traits: Aberration To Defeat: Combat 16 OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait. Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand. These maletic aberrations feed on the fear of terrified travelers_ Spoiler:
Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Spoiler:
Cecaelia
SS Monster B Traits: Merfolk Aquatic To Defeat: Combat 13 Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2. If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck. Spoiler:
Gargiya
SS Monster 6 Traits: Aberration Aquatic To Defeat: Combat 25 All damage from the Gargiya is Fire damage. If defeated, the Gargiya deals 1d8 Fire damage to each character at your location. Spoiler:
Shark-Eating Crab
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll. Bury any allies played on the check to defeat the Shark-Eating Crab. Barriers Spoiler:
Storm
SS Barrier 2 Traits: Obstacle Weather To Defeat: None Display this barrier next to the location deck. If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location. Spoiler:
Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Spoiler:
Pirate Hunting
SS Barrier B Traits: Task Pirate To Defeat: None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn. If the summoned card is defeated, banish it; this barrier is also defeated. Spoiler:
Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Weapons Spoiler:
Navigator Musket +1
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Reveal this card to add 1d6 to your non-combat Wisdom or Perception check. Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Saltbox
SS Weapon 4 Traits: Firearm Ranged Piercing Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spells Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Instant Armor
SS Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 3 When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it. Spoiler:
Recast
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and choose a character to play a spell from his discard pile. 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 14 check to recharge this card instead of discarding it. Spoiler:
Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Control Weather
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait. At the end of the turn, discard this card to move any character. Any movement restrictions still apply. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Armors Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
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. Items Spoiler:
Tot Flask
SS Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it. Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it. Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Spoiler:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Spoiler:
Tot Flask
SS Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it. Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it. Spoiler:
Staff of Weather
SS Item 6 Traits: Staff Magic To Acquire: Intelligence Arcane 12 Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait. Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top. Allies Spoiler:
Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Spoiler:
Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Sandara Quinn
SS Ally 1 Traits: Human Cleric Pirate To Acquire: Charisma Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Spoiler:
Sefina
SS Ally 4 Traits: Nymph Nereid To Acquire: Wisdom Survival Charisma Diplomacy 12 Bury this card to evade your encounter. Banish this card to explore your location. Add 4 to your non-combat checks during this exploration. Blessings Spoiler:
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. Spoiler:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Erastil
SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Norgorber:
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. Hours Remaining: 25 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Valendron/EmpTyger: Hourglass Card 19 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 21 Amli/eddiephlash: Hourglass Card 20 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack: Hourglass Card 21 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 23 Zova/AAUGHWHY: Hourglass Card 22 Ezren/Bigguyinblack
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Valendron/EmpTyger: Hourglass Card 23 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Amli/eddiephlash: Hourglass Card 24 Valendron/EmpTyger
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 25 Amli/eddiephlash
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 Plunder Deck Card 1:
Baby Triceratops SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Location #1: Ghol-Gan Ruins
Ghol-Gan Ruins Card 1 (Brineborn Giant): Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ghol-Gan Ruins Card 2: Norgorber Cultist
SS Monster 5 Traits: Elf Cultist To Defeat: Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck. Ghol-Gan Ruins Card 3: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Ghol-Gan Ruins Card 4: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Ghol-Gan Ruins Card 5: 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. Ghol-Gan Ruins Card 6: Dagger Pistol +1
SS Weapon 2 Traits: Knife Firearm Ranged Piercing Swashbuckling Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. When playing another weapon, you may discard this card to add 1d4 to the combat check. Ghol-Gan Ruins Card 7: Vengeful Storm
SS Spell 6 Traits: Magic Divine Attack Acid Cold Electricity To Acquire: Wisdom Divine 14 For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it. Ghol-Gan Ruins Card 8: Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Ghol-Gan Ruins Card 9: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Ghol-Gan Ruins Card 10:
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Location #2: Ruined Amphitheater At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako. When Closing: Succeed at a Wisdom or Perception 9 check. When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Ruined Amphitheater Card 1: Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Ruined Amphitheater Card 2: Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Ruined Amphitheater Card 3: Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Ruined Amphitheater Card 4: Electricity Arc Trap
SS Barrier 4 Traits: Trap Magic Electricity To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14 If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage. Ruined Amphitheater Card 5: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ruined Amphitheater Card 6: Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Ruined Amphitheater Card 7: Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ruined Amphitheater Card 8: 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. Ruined Amphitheater Card 9: 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. Ruined Amphitheater Card 10:
Besmaran Priest
SS Ally B Traits: Human Cleric Pirate To Acquire: Divine Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Location #3: Teleportation Chamber At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location. When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically. When Permanently Closed: On closing, move to another location. M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Valendron/EmpTyger, Ezren/Bigguyinblack, Gargoyle Sniper, Werecrocodile, Animated Weapon, Alkali Flask, Brineborn Giant, Pirate Bomber, Conchobhar Turlach Shortstone Teleportation Chamber Card 1: Animated Weapon
SS Spell 2 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Teleportation Chamber Card 2: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Teleportation Chamber Card 3: Werecrocodile
SS Monster 3 Traits: Lycanthrope Aquatic To Defeat: Combat 18 Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5. If undefeated, shuffle this card into a random open location. If the check to defeat has the Cold trait, add 1d6 to it. Teleportation Chamber Card 4: Conchobhar Turlach Shortstone
SS Ally 1 Traits: Gnome Bard Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Teleportation Chamber Card 5: Pirate Bomber
SS Monster 6 Traits: Human Pirate To Defeat: Combat 22 Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location. If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location. Teleportation Chamber Card 6:
Alkali Flask
SS Item 4 Traits: Liquid Attack Acid Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it. Location #4: Hall of Champions At This Location: When you succeed at a check, draw a card. When Closing: Display a weapon next to this location. When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them. Add 1d6 to your checks to acquire weapons. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, Amli/eddiephlash, Blasting Pistol +2 Hall of Champions Card 1 (Mugslup): Mugslup
None Villain 6 Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Hall of Champions Card 2 (Bakekujira):
Bakekujira
SS Monster 6 Traits: Undead Aquatic To Defeat: Combat 22 OR Wisdom Divine 18 The Bakekujira is immune to the Mental and Poison traits. Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location. After you act, the Bakekujira deals 1d4+1 Structural damage to your ship. Location #5: Great Stone Bridge At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster. When Closing: Succeed at a Dexterity or Ranged 10 check. When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile. M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Great Stone Bridge Card 1: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Great Stone Bridge Card 2: Zul
SS Weapon 2 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait. Great Stone Bridge Card 3: Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Great Stone Bridge Card 4: Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Great Stone Bridge Card 5: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Great Stone Bridge Card 6: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Great Stone Bridge Card 7: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Great Stone Bridge Card 8: Sapphire Jellyfish
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits. Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location. If the check to defeat has the Piercing or Slashing trait, add 1d8 to it. Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage. Great Stone Bridge Card 9: Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Great Stone Bridge Card 10:
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. Location #6: Eye of Serenity At This Location: If you examine 1 or more cards, examine 1 more card. When Closing: Summon and defeat the henchman Cyclops Oracle. When Permanently Closed: On closing, you may recharge an item from your discard pile. At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck. M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Eye of Serenity Card 1: Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Eye of Serenity Card 2: Helpful Haversack
SS Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Eye of Serenity Card 3: Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Eye of Serenity Card 4: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Eye of Serenity Card 5: Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Eye of Serenity Card 6: Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Eye of Serenity Card 7: Voidstick Zombie
SS Monster 5 Traits: Undead Zombie To Defeat: Combat 20 OR Divine 16 The Voidstick Zombie is immune to the Mental and Poison traits. For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card. If undefeated, each character at your location discards 1d4 cards from her deck. Eye of Serenity Card 8: Crimson Cogward
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Strength Melee 6 OR Charisma Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Eye of Serenity Card 9: Blazing Servant
SS Spell 4 Traits: Magic Arcane Divine Fire To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eye of Serenity Card 10: Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. Zova's Ship: Wavecrest:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Mugslup:
Villain Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Henchman: Brineborn Giant:
Henchman Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Gholdako:
Henchman Type: Monster Traits: Undead Giant Cyclops To Defeat: Combat 22 Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Cyclops Oracle:
Henchman Type: Monster Traits: Giant Cyclops Oracle To Defeat: Combat 20 Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 3, Ezren/Bigguyinblack Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location. Spoiler:
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. Spoiler:
Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Spoiler:
Port Peril Corsair
SS Monster 2 Traits: Elf Pirate Veteran To Defeat: Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you. If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any. Spoiler:
Mercenary
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. Armed to the teeth, a mercenary has survived both wars and reckless adventurers_ Barriers Spoiler:
Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Spoiler:
Pirate 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. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
Treasure Hunt
SS Barrier B Traits: Cache Task Veteran To Defeat: Intelligence Knowledge 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated. Spoiler:
Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Weapons Spoiler:
Humanbane Gladius +2
SS Weapon 5 Traits: Sword Melee Slashing Finesse Swashbuckling Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Adamantine Trident +3
SS Weapon 6 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8. If a monster has a power that increases the difficulty of a combat check, ignore that power. Spoiler:
Furious Broadsword +2
SS Weapon 6 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d6 rolled on this check is a 6, count it as a 7. Spells Spoiler:
Telekinesis
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check. For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Safe Harbor
SS Spell 2 Traits: Magic Arcane Healing To Acquire: Intelligence Arcane 8 Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Wall of Blades
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Instant Armor
SS Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 3 When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it. Spoiler:
Freezing Sphere
SS Spell 3 Traits: Magic Arcane Cold Attack To Acquire: Intelligence Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Astrolabe
SS Item 1 Traits: Tool To Acquire: Wisdom Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it. Spoiler:
Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Spoiler:
Ring of Rat Fangs
SS Item 4 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 10 If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile. Spoiler:
Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Spoiler:
Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Allies Spoiler:
Albatross
SS Ally 5 Traits: Animal To Acquire: Wisdom Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck. Spoiler:
Baby Triceratops
SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Spoiler:
Dindreann
SS Ally 3 Traits: Human Cleric To Acquire: Charisma Diplomacy 11 On your turn, discard this card to examine the top card of your location deck. You may then explore your location. Spoiler:
Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Spoiler:
Royster McCleagh
SS Ally 2 Traits: Human Fighter Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of Besmara
SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Abadar:
Blessing of Abadar
SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 27 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Zova/AAUGHWHY: Spoiler: Hourglass Card 2 Valendron/EmpTyger: Hourglass Card 1 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Amli/eddiephlash: Hourglass Card 2 Valendron/EmpTyger
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. Spoiler: Hourglass Card 4 Ezren/Bigguyinblack: Hourglass Card 3 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Zova/AAUGHWHY: Hourglass Card 4 Ezren/Bigguyinblack
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Valendron/EmpTyger: Hourglass Card 5 Zova/AAUGHWHY
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Amli/eddiephlash: Hourglass Card 6 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Ezren/Bigguyinblack: Hourglass Card 7 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Zova/AAUGHWHY: Hourglass Card 8 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Valendron/EmpTyger: Hourglass Card 9 Zova/AAUGHWHY
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Amli/eddiephlash: Hourglass Card 10 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Ezren/Bigguyinblack: Hourglass Card 11 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Zova/AAUGHWHY: Hourglass Card 12 Ezren/Bigguyinblack
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Valendron/EmpTyger: Hourglass Card 13 Zova/AAUGHWHY
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Amli/eddiephlash: Hourglass Card 14 Valendron/EmpTyger
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Ezren/Bigguyinblack: Hourglass Card 15 Amli/eddiephlash
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Zova/AAUGHWHY: Hourglass Card 16 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Valendron/EmpTyger: Hourglass Card 17 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Amli/eddiephlash: Hourglass Card 18 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 20 Ezren/Bigguyinblack: Hourglass Card 19 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 21 Zova/AAUGHWHY: Hourglass Card 20 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Valendron/EmpTyger: Hourglass Card 21 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 23 Amli/eddiephlash: Hourglass Card 22 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 24 Ezren/Bigguyinblack: Hourglass Card 23 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Zova/AAUGHWHY: Hourglass Card 24 Ezren/Bigguyinblack
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Valendron/EmpTyger: Hourglass Card 25 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 27 Amli/eddiephlash: Hourglass Card 26 Valendron/EmpTyger
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Amli/eddiephlash
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 Plunder Deck Card 1:
Baby Triceratops SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Location #1: Ghol-Gan Ruins
Ghol-Gan Ruins Card 1 (Brineborn Giant): Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ghol-Gan Ruins Card 2: Norgorber Cultist
SS Monster 5 Traits: Elf Cultist To Defeat: Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck. Ghol-Gan Ruins Card 3: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Ghol-Gan Ruins Card 4: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Ghol-Gan Ruins Card 5: 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. Ghol-Gan Ruins Card 6: Dagger Pistol +1
SS Weapon 2 Traits: Knife Firearm Ranged Piercing Swashbuckling Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. When playing another weapon, you may discard this card to add 1d4 to the combat check. Ghol-Gan Ruins Card 7: Vengeful Storm
SS Spell 6 Traits: Magic Divine Attack Acid Cold Electricity To Acquire: Wisdom Divine 14 For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it. Ghol-Gan Ruins Card 8: Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Ghol-Gan Ruins Card 9: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Ghol-Gan Ruins Card 10:
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Location #2: Ruined Amphitheater At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako. When Closing: Succeed at a Wisdom or Perception 9 check. When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Ruined Amphitheater Card 1: Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Ruined Amphitheater Card 2: Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Ruined Amphitheater Card 3: Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Ruined Amphitheater Card 4: Electricity Arc Trap
SS Barrier 4 Traits: Trap Magic Electricity To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14 If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage. Ruined Amphitheater Card 5: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ruined Amphitheater Card 6: Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Ruined Amphitheater Card 7: Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ruined Amphitheater Card 8: 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. Ruined Amphitheater Card 9: 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. Ruined Amphitheater Card 10:
Besmaran Priest
SS Ally B Traits: Human Cleric Pirate To Acquire: Divine Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Location #3: Teleportation Chamber At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location. When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically. When Permanently Closed: On closing, move to another location. M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Gargoyle Sniper, Werecrocodile, Animated Weapon, Alkali Flask, Brineborn Giant, Pirate Bomber, Conchobhar Turlach Shortstone Teleportation Chamber Card 1 (Gargoyle Sniper): 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. Teleportation Chamber Card 2: Animated Weapon
SS Spell 2 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Teleportation Chamber Card 3: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Teleportation Chamber Card 4: 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. Teleportation Chamber Card 5: Conchobhar Turlach Shortstone
SS Ally 1 Traits: Gnome Bard Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Teleportation Chamber Card 6: Pirate Bomber
SS Monster 6 Traits: Human Pirate To Defeat: Combat 22 Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location. If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location. Teleportation Chamber Card 7:
Alkali Flask
SS Item 4 Traits: Liquid Attack Acid Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it. Location #4: Hall of Champions At This Location: When you succeed at a check, draw a card. When Closing: Display a weapon next to this location. When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them. Add 1d6 to your checks to acquire weapons. M: 1 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, Amli/eddiephlash, Blasting Pistol +2 Hall of Champions Card 1: Old Salt's Rapier +2
SS Weapon 6 Traits: Rapier Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon. Hall of Champions Card 2: Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Hall of Champions Card 3: 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. Hall of Champions Card 4 (Mugslup): Mugslup
None Villain 6 Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Hall of Champions Card 5 (Bakekujira):
Bakekujira
SS Monster 6 Traits: Undead Aquatic To Defeat: Combat 22 OR Wisdom Divine 18 The Bakekujira is immune to the Mental and Poison traits. Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location. After you act, the Bakekujira deals 1d4+1 Structural damage to your ship. Location #5: Great Stone Bridge At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster. When Closing: Succeed at a Dexterity or Ranged 10 check. When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile. M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Great Stone Bridge Card 1: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Great Stone Bridge Card 2: Zul
SS Weapon 2 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait. Great Stone Bridge Card 3: Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Great Stone Bridge Card 4: Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Great Stone Bridge Card 5: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Great Stone Bridge Card 6: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Great Stone Bridge Card 7: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Great Stone Bridge Card 8: Sapphire Jellyfish
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits. Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location. If the check to defeat has the Piercing or Slashing trait, add 1d8 to it. Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage. Great Stone Bridge Card 9: Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Great Stone Bridge Card 10:
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. Location #6: Eye of Serenity At This Location: If you examine 1 or more cards, examine 1 more card. When Closing: Summon and defeat the henchman Cyclops Oracle. When Permanently Closed: On closing, you may recharge an item from your discard pile. At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck. M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Valendron/EmpTyger, Ezren/Bigguyinblack, None Eye of Serenity Card 1: Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Eye of Serenity Card 2: Helpful Haversack
SS Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Eye of Serenity Card 3: Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Eye of Serenity Card 4: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Eye of Serenity Card 5: Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Eye of Serenity Card 6: Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Eye of Serenity Card 7: Voidstick Zombie
SS Monster 5 Traits: Undead Zombie To Defeat: Combat 20 OR Divine 16 The Voidstick Zombie is immune to the Mental and Poison traits. For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card. If undefeated, each character at your location discards 1d4 cards from her deck. Eye of Serenity Card 8: Crimson Cogward
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Strength Melee 6 OR Charisma Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Eye of Serenity Card 9: Blazing Servant
SS Spell 4 Traits: Magic Arcane Divine Fire To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eye of Serenity Card 10: Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. Zova's Ship: Wavecrest:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Mugslup:
Villain Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Henchman: Brineborn Giant:
Henchman Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Gholdako:
Henchman Type: Monster Traits: Undead Giant Cyclops To Defeat: Combat 22 Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Cyclops Oracle:
Henchman Type: Monster Traits: Giant Cyclops Oracle To Defeat: Combat 20 Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 2, Amli/eddiephlash Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Blood Hag
SS Monster 3 Traits: Hag To Defeat: Combat 15 All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any. Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait. If defeated, the Blood Hag deals 3 Fire damage to each character at your location. Spoiler:
Pirate Captain
SS Monster B Traits: Human Captain Pirate Veteran To Defeat: Combat 12 Before you act, recharge a card. The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check. After you act, the Pirate Captain deals 2 Structural damage to your ship. Spoiler:
Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Spoiler:
Marine
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2. Spoiler:
Shark-Eating Crab
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll. Bury any allies played on the check to defeat the Shark-Eating Crab. Barriers Spoiler:
Lookout Duty
SS Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Hull Damage
SS Barrier 1 Traits: Obstacle Aquatic Veteran To Defeat: Intelligence Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card. Spoiler:
Phantom Fog
SS Barrier 5 Traits: Obstacle Weather To Defeat: Wisdom Survival 15 If undefeated, move to a random open location and shuffle this card into that location. Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Spoiler:
Assassination Attempt
SS Barrier 6 Traits: Skirmish To Defeat: None Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated. After you act, summon and encounter a Buccaneer henchman. Weapons Spoiler:
Sword Cane Pistol +2
SS Weapon 4 Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic To Acquire: Dexterity Ranged Craft 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill. Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spoiler:
Humanbane Gladius +2
SS Weapon 5 Traits: Sword Melee Slashing Finesse Swashbuckling Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Furious Broadsword +2
SS Weapon 6 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d6 rolled on this check is a 6, count it as a 7. Spoiler:
Saltbox
SS Weapon 4 Traits: Firearm Ranged Piercing Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spells Spoiler:
Safe Harbor
SS Spell 2 Traits: Magic Arcane Healing To Acquire: Intelligence Arcane 8 Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Shapechange
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card. Spoiler:
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. Spoiler:
Find Traps
SS Spell B Traits: Magic Divine To Acquire: Wisdom Divine 6 Discard this card to add 2 dice to any check to defeat a barrier. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
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. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Items Spoiler:
Sniper Goggles
SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Spoiler:
Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Spoiler:
Spyglass
SS Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Net of Snaring
SS Item 4 Traits: Object Magic To Acquire: Dexterity Ranged 12 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck. Spoiler:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Allies Spoiler:
Lady Cerise Bloodmourn
SS Ally 4 Traits: Human Aristocrat Captain Pirate To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11 Bury this card and recharge another card to succeed at your check to close a location. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Spoiler:
Merrill Pegsworthy
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. Spoiler:
Sandara Quinn
SS Ally 1 Traits: Human Cleric Pirate To Acquire: Charisma Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Master of the Gales
SS Ally 6 Traits: Human Druid Pirate To Acquire: Charisma Diplomacy 14 Bury this card to succeed at your non-combat check while on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of Erastil
SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Sivanah
SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Asmodeus:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 28 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/Bigguyinblack: Spoiler: Hourglass Card 2 Zova/AAUGHWHY: Hourglass Card 1 Ezren/Bigguyinblack
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Valendron/EmpTyger: Hourglass Card 2 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Amli/eddiephlash: Hourglass Card 3 Valendron/EmpTyger
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. Spoiler: Hourglass Card 5 Ezren/Bigguyinblack: Hourglass Card 4 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Zova/AAUGHWHY: Hourglass Card 5 Ezren/Bigguyinblack
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Valendron/EmpTyger: Hourglass Card 6 Zova/AAUGHWHY
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Amli/eddiephlash: Hourglass Card 7 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Ezren/Bigguyinblack: Hourglass Card 8 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Zova/AAUGHWHY: Hourglass Card 9 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Valendron/EmpTyger: Hourglass Card 10 Zova/AAUGHWHY
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Amli/eddiephlash: Hourglass Card 11 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Ezren/Bigguyinblack: Hourglass Card 12 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Zova/AAUGHWHY: Hourglass Card 13 Ezren/Bigguyinblack
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Valendron/EmpTyger: Hourglass Card 14 Zova/AAUGHWHY
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Amli/eddiephlash: Hourglass Card 15 Valendron/EmpTyger
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Ezren/Bigguyinblack: Hourglass Card 16 Amli/eddiephlash
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Zova/AAUGHWHY: Hourglass Card 17 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Valendron/EmpTyger: Hourglass Card 18 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Amli/eddiephlash: Hourglass Card 19 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 21 Ezren/Bigguyinblack: Hourglass Card 20 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 22 Zova/AAUGHWHY: Hourglass Card 21 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Valendron/EmpTyger: Hourglass Card 22 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 24 Amli/eddiephlash: Hourglass Card 23 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Ezren/Bigguyinblack: Hourglass Card 24 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 26 Zova/AAUGHWHY: Hourglass Card 25 Ezren/Bigguyinblack
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Valendron/EmpTyger: Hourglass Card 26 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 28 Amli/eddiephlash: Hourglass Card 27 Valendron/EmpTyger
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Amli/eddiephlash
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 Plunder Deck Card 1:
Baby Triceratops SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Location #1: Ghol-Gan Ruins
Ghol-Gan Ruins Card 1 (Brineborn Giant): Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ghol-Gan Ruins Card 2: Norgorber Cultist
SS Monster 5 Traits: Elf Cultist To Defeat: Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck. Ghol-Gan Ruins Card 3: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Ghol-Gan Ruins Card 4: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Ghol-Gan Ruins Card 5: 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. Ghol-Gan Ruins Card 6: Dagger Pistol +1
SS Weapon 2 Traits: Knife Firearm Ranged Piercing Swashbuckling Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. When playing another weapon, you may discard this card to add 1d4 to the combat check. Ghol-Gan Ruins Card 7: Vengeful Storm
SS Spell 6 Traits: Magic Divine Attack Acid Cold Electricity To Acquire: Wisdom Divine 14 For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it. Ghol-Gan Ruins Card 8: Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Ghol-Gan Ruins Card 9: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Ghol-Gan Ruins Card 10:
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Location #2: Ruined Amphitheater At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako. When Closing: Succeed at a Wisdom or Perception 9 check. When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Ruined Amphitheater Card 1: Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Ruined Amphitheater Card 2: Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Ruined Amphitheater Card 3: Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Ruined Amphitheater Card 4: Electricity Arc Trap
SS Barrier 4 Traits: Trap Magic Electricity To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14 If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage. Ruined Amphitheater Card 5: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ruined Amphitheater Card 6: Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Ruined Amphitheater Card 7: Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ruined Amphitheater Card 8: 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. Ruined Amphitheater Card 9: 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. Ruined Amphitheater Card 10:
Besmaran Priest
SS Ally B Traits: Human Cleric Pirate To Acquire: Divine Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Location #3: Teleportation Chamber At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location. When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically. When Permanently Closed: On closing, move to another location. M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Gargoyle Sniper, Werecrocodile, Animated Weapon, Alkali Flask, Brineborn Giant, Pirate Bomber, Conchobhar Turlach Shortstone Teleportation Chamber Card 1: Conchobhar Turlach Shortstone
SS Ally 1 Traits: Gnome Bard Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Teleportation Chamber Card 2: Animated Weapon
SS Spell 2 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Teleportation Chamber Card 3: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Teleportation Chamber Card 4: 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. Teleportation Chamber Card 5: Pirate Bomber
SS Monster 6 Traits: Human Pirate To Defeat: Combat 22 Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location. If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location. Teleportation Chamber Card 6: Alkali Flask
SS Item 4 Traits: Liquid Attack Acid Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it. Teleportation Chamber Card 7:
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. Location #4: Hall of Champions At This Location: When you succeed at a check, draw a card. When Closing: Display a weapon next to this location. When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them. Add 1d6 to your checks to acquire weapons. M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, Amli/eddiephlash, None Hall of Champions Card 1: Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Hall of Champions Card 2: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Hall of Champions Card 3: Spellsword +2
SS Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Hall of Champions Card 4: Animalbane Dagger +1
SS Weapon 1 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait. Hall of Champions Card 5: Hellknight Armor
SS Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Hall of Champions Card 6: Bakekujira
SS Monster 6 Traits: Undead Aquatic To Defeat: Combat 22 OR Wisdom Divine 18 The Bakekujira is immune to the Mental and Poison traits. Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location. After you act, the Bakekujira deals 1d4+1 Structural damage to your ship. Hall of Champions Card 7: Mugslup
None Villain 6 Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Hall of Champions Card 8: 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. Hall of Champions Card 9: Old Salt's Rapier +2
SS Weapon 6 Traits: Rapier Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon. Hall of Champions Card 10:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Location #5: Great Stone Bridge At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster. When Closing: Succeed at a Dexterity or Ranged 10 check. When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile. M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Great Stone Bridge Card 1: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Great Stone Bridge Card 2: Zul
SS Weapon 2 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait. Great Stone Bridge Card 3: Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Great Stone Bridge Card 4: Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Great Stone Bridge Card 5: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Great Stone Bridge Card 6: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Great Stone Bridge Card 7: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Great Stone Bridge Card 8: Sapphire Jellyfish
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits. Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location. If the check to defeat has the Piercing or Slashing trait, add 1d8 to it. Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage. Great Stone Bridge Card 9: Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Great Stone Bridge Card 10:
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. Location #6: Eye of Serenity At This Location: If you examine 1 or more cards, examine 1 more card. When Closing: Summon and defeat the henchman Cyclops Oracle. When Permanently Closed: On closing, you may recharge an item from your discard pile. At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck. M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Valendron/EmpTyger, Ezren/Bigguyinblack, None Eye of Serenity Card 1: Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Eye of Serenity Card 2: Helpful Haversack
SS Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Eye of Serenity Card 3: Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Eye of Serenity Card 4: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Eye of Serenity Card 5: Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Eye of Serenity Card 6: Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Eye of Serenity Card 7: Voidstick Zombie
SS Monster 5 Traits: Undead Zombie To Defeat: Combat 20 OR Divine 16 The Voidstick Zombie is immune to the Mental and Poison traits. For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card. If undefeated, each character at your location discards 1d4 cards from her deck. Eye of Serenity Card 8: Crimson Cogward
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Strength Melee 6 OR Charisma Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Eye of Serenity Card 9: Blazing Servant
SS Spell 4 Traits: Magic Arcane Divine Fire To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eye of Serenity Card 10: Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. Zova's Ship: Wavecrest:
Ship 6 When Commanding This Ship: "Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship." Check to Repair: Craft 8
Additional Rules: Villain: Mugslup:
Villain Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Henchman: Brineborn Giant:
Henchman Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Gholdako:
Henchman Type: Monster Traits: Undead Giant Cyclops To Defeat: Combat 22 Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Cyclops Oracle:
Henchman Type: Monster Traits: Giant Cyclops Oracle To Defeat: Combat 20 Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 1, Valendron/EmpTyger Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Giant Spyglass Octopus
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 THEN Combat 18 Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage. If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck. Spoiler:
Marine
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2. Spoiler:
Norgorber Cultist
SS Monster 5 Traits: Elf Cultist To Defeat: Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck. Spoiler:
Canopy Creeper
SS Monster 2 Traits: Plant To Defeat: Combat 12 The Canopy Creeper is immune to the Electricity, Mental, and Poison traits. If the check to defeat has the Cold or Slashing trait, add 1d8 to it. Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3. Spoiler:
Koko
SS Monster 4 Traits: Plant Treant To Defeat: Combat 17 Koko is immune to the Mental and Poison traits. Before you act, Koko deals 1 Ranged Combat damage to each character. If the check to defeat has the Fire trait, add 1d8 to it. If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location. Barriers Spoiler:
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. Spoiler:
Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Weapons Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spoiler:
Invigorating Kukri +1
SS Weapon 4 Traits: Knife Melee Slashing Healing Finesse Magic To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. Spoiler:
Musket +2
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Enervating Pistol +3
SS Weapon 6 Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic To Acquire: Dexterity Ranged Craft 15 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6. Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill. Spoiler:
Furious Broadsword +2
SS Weapon 6 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d6 rolled on this check is a 6, count it as a 7. Spells Spoiler:
Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Spoiler:
Safe Harbor
SS Spell 2 Traits: Magic Arcane Healing To Acquire: Intelligence Arcane 8 Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Raise Dead
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead. After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Armors Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
Eel Skin Armor
SS Armor 4 Traits: Light Armor Magic Aquatic Swashbuckling To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Wand of Flame
SS Item 2 Traits: Wand Attack Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it. Spoiler:
Spyglass
SS Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Ring of the Sea Strider
SS Item 5 Traits: Accessory Magic Aquatic To Acquire: Constitution Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait. Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait. Allies Spoiler:
Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Spoiler:
Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Spoiler:
Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Spoiler:
Albatross
SS Ally 5 Traits: Animal To Acquire: Wisdom Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck. Spoiler:
Tessa Fairwind
SS Ally 3 Traits: Half-Elf Bard Captain Pirate To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of Hshurha
SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Gorum:
Blessing of Gorum
SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
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. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of Erastil SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Valendron/EmpTyger: Hourglass Card 19 Zova/AAUGHWHY
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Amli/eddiephlash: Hourglass Card 20 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack: Hourglass Card 21 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 23 Zova/AAUGHWHY: Hourglass Card 22 Ezren/Bigguyinblack
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Valendron/EmpTyger: Hourglass Card 23 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Amli/eddiephlash: Hourglass Card 24 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 26 Ezren/Bigguyinblack: Hourglass Card 25 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 27 Zova/AAUGHWHY: Hourglass Card 26 Ezren/Bigguyinblack
Blessing of Gozreh SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Valendron/EmpTyger: Hourglass Card 27 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 29 Amli/eddiephlash: Hourglass Card 28 Valendron/EmpTyger
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Amli/eddiephlash
Blessing of Pharasma SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Plunder Deck W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 Plunder Deck Card 1:
Baby Triceratops SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Location #1: Ghol-Gan Ruins
Ghol-Gan Ruins Card 1: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Ghol-Gan Ruins Card 2: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ghol-Gan Ruins Card 3: Dagger Pistol +1
SS Weapon 2 Traits: Knife Firearm Ranged Piercing Swashbuckling Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. When playing another weapon, you may discard this card to add 1d4 to the combat check. Ghol-Gan Ruins Card 4: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Ghol-Gan Ruins Card 5: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Ghol-Gan Ruins Card 6: Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Ghol-Gan Ruins Card 7: Vengeful Storm
SS Spell 6 Traits: Magic Divine Attack Acid Cold Electricity To Acquire: Wisdom Divine 14 For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it. Ghol-Gan Ruins Card 8: Giffer Tibbs
SS Ally B Traits: Gnome Pirate To Acquire: Charisma Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Ghol-Gan Ruins Card 9: 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. Ghol-Gan Ruins Card 10:
Norgorber Cultist
SS Monster 5 Traits: Elf Cultist To Defeat: Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck. Location #2: Ruined Amphitheater At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako. When Closing: Succeed at a Wisdom or Perception 9 check. When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Ruined Amphitheater Card 1: Fuse Grenade
SS Item 6 Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical To Acquire: Intelligence Craft 13 For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it. Ruined Amphitheater Card 2: Periscope
SS Item 2 Traits: Object To Acquire: Wisdom Perception 8 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it. Ruined Amphitheater Card 3: Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Ruined Amphitheater Card 4: Electricity Arc Trap
SS Barrier 4 Traits: Trap Magic Electricity To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14 If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage. Ruined Amphitheater Card 5: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Ruined Amphitheater Card 6: Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Ruined Amphitheater Card 7: Blessing of Gozreh
SS Blessing B Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ruined Amphitheater Card 8: 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. Ruined Amphitheater Card 9: 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. Ruined Amphitheater Card 10:
Besmaran Priest
SS Ally B Traits: Human Cleric Pirate To Acquire: Divine Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Location #3: Teleportation Chamber At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location. When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically. When Permanently Closed: On closing, move to another location. M: 3 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Teleportation Chamber Card 1: Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Teleportation Chamber Card 2: Potion of Flying
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply. Teleportation Chamber Card 3: 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. Teleportation Chamber Card 4: 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. Teleportation Chamber Card 5: Animated Weapon
SS Spell 2 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Teleportation Chamber Card 6: Alkali Flask
SS Item 4 Traits: Liquid Attack Acid Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it. Teleportation Chamber Card 7: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Teleportation Chamber Card 8: Pirate Bomber
SS Monster 6 Traits: Human Pirate To Defeat: Combat 22 Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location. If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location. Teleportation Chamber Card 9: Conchobhar Turlach Shortstone
SS Ally 1 Traits: Gnome Bard Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Teleportation Chamber Card 10:
Wall of Fire
SS Spell 3 Traits: Magic Arcane Divine Attack Fire To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Location #4: Hall of Champions At This Location: When you succeed at a check, draw a card. When Closing: Display a weapon next to this location. When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them. Add 1d6 to your checks to acquire weapons. M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, Amli/eddiephlash, None Hall of Champions Card 1: Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Hall of Champions Card 2: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Hall of Champions Card 3: Spellsword +2
SS Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Hall of Champions Card 4: Animalbane Dagger +1
SS Weapon 1 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait. Hall of Champions Card 5: Hellknight Armor
SS Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Hall of Champions Card 6: Bakekujira
SS Monster 6 Traits: Undead Aquatic To Defeat: Combat 22 OR Wisdom Divine 18 The Bakekujira is immune to the Mental and Poison traits. Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location. After you act, the Bakekujira deals 1d4+1 Structural damage to your ship. Hall of Champions Card 7: Mugslup
None Villain 6 Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Hall of Champions Card 8: 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. Hall of Champions Card 9: Old Salt's Rapier +2
SS Weapon 6 Traits: Rapier Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon. Hall of Champions Card 10:
Benevolent Buckler
SS Armor 1 Traits: Shield Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Location #5: Great Stone Bridge At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster. When Closing: Succeed at a Dexterity or Ranged 10 check. When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile. M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Great Stone Bridge Card 1: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Great Stone Bridge Card 2: Zul
SS Weapon 2 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait. Great Stone Bridge Card 3: Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Great Stone Bridge Card 4: Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Great Stone Bridge Card 5: Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Great Stone Bridge Card 6: Ederleigh Baines
SS Ally 4 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Great Stone Bridge Card 7: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Great Stone Bridge Card 8: Sapphire Jellyfish
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits. Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location. If the check to defeat has the Piercing or Slashing trait, add 1d8 to it. Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage. Great Stone Bridge Card 9: Dire Shark
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 22 The Dire Shark may not be evaded. If undefeated, recharge your hand. After you act, the Dire Shark deals 1 Structural damage to your ship. Great Stone Bridge Card 10:
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. Location #6: Eye of Serenity At This Location: If you examine 1 or more cards, examine 1 more card. When Closing: Summon and defeat the henchman Cyclops Oracle. When Permanently Closed: On closing, you may recharge an item from your discard pile. At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck. M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Ezren/Bigguyinblack, None Eye of Serenity Card 1: Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Eye of Serenity Card 2: Helpful Haversack
SS Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Eye of Serenity Card 3: Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Eye of Serenity Card 4: Brineborn Giant
None Henchman 6 Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Eye of Serenity Card 5: Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Eye of Serenity Card 6: Pirate Sniper
SS Monster 6 Traits: Elf Pirate Scout To Defeat: Combat 25 Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you. If the check to defeat has the Ranged trait, add 1d8 to it. If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check. Eye of Serenity Card 7: Voidstick Zombie
SS Monster 5 Traits: Undead Zombie To Defeat: Combat 20 OR Divine 16 The Voidstick Zombie is immune to the Mental and Poison traits. For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card. If undefeated, each character at your location discards 1d4 cards from her deck. Eye of Serenity Card 8: Crimson Cogward
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Strength Melee 6 OR Charisma Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Eye of Serenity Card 9: Blazing Servant
SS Spell 4 Traits: Magic Arcane Divine Fire To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eye of Serenity Card 10: Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
I don't need any more spells, so I'll also select Weapon for the additional reward card. Here's our final list: Acquired Cards: Besmaran Priest (Ally B)
Blessing of Milani (Blessing B)
Alchemical Glue (Item 1) Flaming Musket +2 (Weapon 6)
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. Zova's Ship: Wavecrest:
Ship 4 When Commanding This Ship: "Reduce Structural damage to this ship by 1 for each character on the ship. If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it. Check to Repair: Craft 7
Valendron's Ship: Truewind:
Ship B When Commanding This Ship: You may discard a card from the blessings deck to recharge a random card from your discard pile. Check to Repair: Craft 7
Amli's Ship: Devil's Pallor:
Ship 2 When Commanding This Ship: Reduce Structural damage to this ship by 1. You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon. Check to Repair: Craft 6
Ezren's Ship: Thresher :
Ship 2 When Commanding This Ship: "Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards." Check to Repair: Craft 6
Additional Rules: Villain: Mugslup:
Villain Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Henchman: Brineborn Giant:
Henchman Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Gholdako:
Henchman Type: Monster Traits: Undead Giant Cyclops To Defeat: Combat 22 Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Cyclops Oracle:
Henchman Type: Monster Traits: Giant Cyclops Oracle To Defeat: Combat 20 Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 6 Turn: 0, Zova/AAUGHWHY Party's current ship: Truewind:
Ship B Traits: To Defeat:
Random Cards:
Monsters Spoiler:
Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait. Spoiler:
Shark-Eating Crab
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll. Bury any allies played on the check to defeat the Shark-Eating Crab. Spoiler:
Pirate Captain
SS Monster B Traits: Human Captain Pirate Veteran To Defeat: Combat 12 Before you act, recharge a card. The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check. After you act, the Pirate Captain deals 2 Structural damage to your ship. Spoiler:
Siren Caller
SS Monster B Traits: Siren Aquatic Veteran To Defeat: Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced. The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any. If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck. Spoiler:
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. Barriers Spoiler:
Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Lookout Duty
SS Barrier B Traits: Task Veteran To Defeat: Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it. If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
Hull Damage
SS Barrier 1 Traits: Obstacle Aquatic Veteran To Defeat: Intelligence Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card. Spoiler:
Hull Damage
SS Barrier 1 Traits: Obstacle Aquatic Veteran To Defeat: Intelligence Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card. Weapons Spoiler:
Invigorating Kukri +1
SS Weapon 4 Traits: Knife Melee Slashing Healing Finesse Magic To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. Spoiler:
Humanbane Gladius +2
SS Weapon 5 Traits: Sword Melee Slashing Finesse Swashbuckling Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Navigator Musket +1
SS Weapon 3 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Reveal this card to add 1d6 to your non-combat Wisdom or Perception check. Spoiler:
Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
Falcata +1
SS Weapon 1 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Spells Spoiler:
Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Find Traps
SS Spell B Traits: Magic Divine To Acquire: Wisdom Divine 6 Discard this card to add 2 dice to any check to defeat a barrier. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Recast
SS Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card and choose a character to play a spell from his discard pile. 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 14 check to recharge this card instead of discarding it. Spoiler:
Freezing Sphere
SS Spell 3 Traits: Magic Arcane Cold Attack To Acquire: Intelligence Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Pearl of Magic
SS Item 6 Traits: Object Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it. Spoiler:
Tot Flask
SS Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it. Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it. Spoiler:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Spoiler:
Astrolabe
SS Item 1 Traits: Tool To Acquire: Wisdom Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it. Spoiler:
Anchor
SS Item B Traits: Tool To Acquire: Wisdom Survival 8 Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card. Allies Spoiler:
Heartbreak Hinsin
SS Ally B Traits: Human Aristocrat Pirate To Acquire: Dexterity Disable 4 THEN Charisma Diplomacy 7 Bury this card to succeed at your check to defeat a barrier that has the Task trait. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Avimar Sorrinash
SS Ally 4 Traits: Lycanthrope Captain Pirate To Acquire: Wisdom Survival 8 THEN Charisma Diplomacy 11 If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Spoiler:
Dindreann
SS Ally 3 Traits: Human Cleric To Acquire: Charisma Diplomacy 11 On your turn, discard this card to examine the top card of your location deck. You may then explore your location. Spoiler:
Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Blessings Spoiler:
Blessing of Sivanah
SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gorum
SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: :
[/b]
Traits:
Hours Remaining: 0 [b]Hourglass
Hourglass Cards/Turn Order:
Plunder Deck W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Location #1: Ghol-Gan Ruins
Location #2: Ruined Amphitheater
Location #3: Teleportation Chamber
Location #4: Hall of Champions
Location #5: Great Stone Bridge
Location #6: Eye of Serenity
Scenario 0-6C: The Monster Marsh After piecing together an ancient letter, you set course for an ancient area of the Sodden Lands, where the inhabitants of a once-great kingdom of giants devolved into savagery. Brineborn giants still dwell in ruins, guarding secrets of ages long gone. As you trudge across the shore, the ground shakes beneath your feet. You’ll have to move quickly. Primitive tribes preserve the lore of many ancient cults and religions, including secrets about... HER... the entity who has brought you such torment. The leader of these aquatic marsh giants might know more. You’d probably find it easier to cope if you could give HER a name. As you run from the patrolling giants into the crumbling ruins, your notice strange sigils adorning worn surfaces. They bear a fearful resemblance to the cryptic mark you saw carved in your forehead. A name rises to the periphery of your mind. SHE is the Shrouded Queen... and these brineborn giants are her loyal servitors. Trouble doesn’t get much bigger than this. During this Scenario:
When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. Ship:
CHOOSE ANY CLASS 6 OR LOWER SHIP AS YOUR SHIP. Scenario Reward:
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace a weapon in her deck with the loot Scoundrel’s Sword Cane and another character may temporarily replace a weapon in his deck with the loot Crossbow of Retribution.
At the end of each scenario, return the loot to the game box. ---------------------------------
Villain: Mugslup:
Villain Type: Monster Traits: Giant Oracle To Defeat: Combat 30 THEN Combat 30 Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other. Damage dealt by Mugslup is dealt to each character at your location. Henchman: Brineborn Giant:
Henchman Type: Monster Traits: Aquatic Giant To Defeat: Combat 22 Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand. Damage dealt by the Brineborn Giant is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Gholdako:
Henchman Type: Monster Traits: Undead Giant Cyclops To Defeat: Combat 22 Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from. Summoned Henchman: Cyclops Oracle: Henchman Type: Monster Traits: Giant Cyclops Oracle To Defeat: Combat 20 Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Completed Scenario 0-6B: The Battle of Abendego Scenario Reward:
Development:
Acquired Cards: Besmaran Priest (Ally B)
Blessing of Milani (Blessing B)
Alchemical Glue (Item 1) Flaming Musket +2 (Weapon 6) 4x Weapons or Spells Zova's Plunder: Animated Shield (Armor 4)
Lady Cerise Bloodmourn (Ally 4)
Valendron's Plunder: Eel Skin Armor (Armor 4) Amli's Plunder: Bottled Lightning (Item 5)
Falcata +1 (Weapon 1) Ezren's Plunder:
Blasting Pistol +2 (Weapon 5)
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you would choose your party’s ship, each character instead randomly chooses a class 6 or lower ship and stashes a plunder card under it. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can reduce damage to your ship. The difficulty to defeat ships is increased by the number of open locations. If your ship is wrecked at the end of your move step, put it in a defeated pile next to the scenario and choose another ship from the box to be your ship. If there are more ships in the defeated pile than the number of characters, you lose the scenario. To win the scenario, close all locations. When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards. Zova's Ship: Wavecrest:
Ship 4 When Commanding This Ship: "Reduce Structural damage to this ship by 1 for each character on the ship. If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it. Check to Repair: Craft 7
Valendron's Ship: Truewind:
Ship B When Commanding This Ship: You may discard a card from the blessings deck to recharge a random card from your discard pile. Check to Repair: Craft 7
Amli's Ship: Devil's Pallor:
Ship 2 When Commanding This Ship: Reduce Structural damage to this ship by 1. You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon. Check to Repair: Craft 6
Ezren's Ship: Thresher :
Ship 2 When Commanding This Ship: "Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards." Check to Repair: Craft 6
Additional Rules: Henchman: Enemy Ship:
Henchman Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Summoned Henchman: Hirgenzosk:
Henchman Type: Monster Traits: Dragon Aquatic To Defeat: Combat 30 If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship. If Hirgenzosk would be defeated, he is undefeated. Scenario Level (#): 6 Turn: 10, Valendron/EmpTyger Random Cards:
Monsters Spoiler:
Great White Shark
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Great White Shark may not be evaded. If undefeated, put this card under the top card of the location deck, if it came from one. Spoiler:
Giant Rock Crab
SS Monster 1 Traits: Animal Aquatic To Defeat: Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll. If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you. Spoiler:
Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait. Spoiler:
Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location. Spoiler:
Pirate Bomber
SS Monster 6 Traits: Human Pirate To Defeat: Combat 22 Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location. If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location. Barriers Spoiler:
Phantom Fog
SS Barrier 5 Traits: Obstacle Weather To Defeat: Wisdom Survival 15 If undefeated, move to a random open location and shuffle this card into that location. Spoiler:
Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Weapons Spoiler:
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. Spoiler:
Animalbane Dagger +1
SS Weapon 1 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait. Spoiler:
Spellsword +2
SS Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Spoiler:
Humanbane Crossbow +2
SS Weapon 3 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait. Spoiler:
Keen Rapier +3
SS Weapon 5 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5. Spells Spoiler:
Freezing Sphere
SS Spell 3 Traits: Magic Arcane Cold Attack To Acquire: Intelligence Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Wall of Blades
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
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. Armors Spoiler:
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. Spoiler:
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. Spoiler:
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. Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
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. Items Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Potion of the Ocean
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait. Spoiler:
Jolly Roger
SS Item 2 Traits: Object Swashbuckling To Acquire: Wisdom Survival 8 Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships. Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Alkali Flask
SS Item 4 Traits: Liquid Attack Acid Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it. Allies Spoiler:
Haneilius Fitch
SS Ally 3 Traits: Human Surgeon To Acquire: Charisma Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card. Recharge this card to explore your location. If you are on a ship, you may move before exploring. Spoiler:
Conchobhar Turlach Shortstone
SS Ally 1 Traits: Gnome Bard Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Spoiler:
Albatross
SS Ally 5 Traits: Animal To Acquire: Wisdom Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck. Spoiler:
Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Blessings Spoiler:
Blessing of Erastil
SS Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Cayden Cailean
SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Abadar
SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Geryon:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 19 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
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. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Cards Not In the Box
Zova's Ship: Wavecrest:
Ship 4 When Commanding This Ship: "Reduce Structural damage to this ship by 1 for each character on the ship. If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it. Check to Repair: Craft 7
Cards Not In the Box Card 1: Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Cards Not In the Box Card 2: Lady Cerise Bloodmourn
SS Ally 4 Traits: Human Aristocrat Captain Pirate To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11 Bury this card and recharge another card to succeed at your check to close a location. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Cards Not In the Box Card 3: Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Cards Not In the Box Card 4:
Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Location #2: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Valendron's Ship: Truewind:
Ship B When Commanding This Ship: You may discard a card from the blessings deck to recharge a random card from your discard pile. Check to Repair: Craft 7
Cards Not In the Box Card 1:
Eel Skin Armor
SS Armor 4 Traits: Light Armor Magic Aquatic Swashbuckling To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Location #3: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Amli's Ship: Devil's Pallor:
Ship 2 When Commanding This Ship: Reduce Structural damage to this ship by 1. You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon. Check to Repair: Craft 6
Cards Not In the Box Card 1: Falcata +1
SS Weapon 1 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Cards Not In the Box Card 2:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Location #4: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Ezren's Ship: Thresher :
Ship 2 When Commanding This Ship: "Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards." Check to Repair: Craft 6
Cards Not In the Box Card 1:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Location #5: Pinnacle Atoll Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: Ezren/Bigguyinblack, None Pinnacle Atoll Card 1 (Arronax Endymion): 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. Pinnacle Atoll Card 2 (Audessa Reyquio):
Audessa Reyquio
SS Ally 4 Traits: Human Aristocrat To Acquire: Dexterity Acrobatics 7 THEN Charisma Diplomacy 10 Reveal this card to add 1 to your check. You may play another ally on this check. Discard this card to explore your location. Location #6: Scar Bay Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Zova/AAUGHWHY, Valendron/EmpTyger, Amli/eddiephlash, None Location #7: Lonely Island
Lonely Island Card 1 (Enemy Ship): Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Lonely Island Card 2: Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Lonely Island Card 3: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Lonely Island Card 4: Teleportation Trap
SS Barrier 6 Traits: Trap Magic To Defeat: Intelligence Arcane 13 If defeated, you may move any number of characters at your location to a location of your choice. If undefeated, you are dealt 2d4 Combat damage and moved to a random other location. Lonely Island Card 5: Potion of the Ocean
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait. Lonely Island Card 6:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Location #8: Fringes of the Eye At This Location: The difficulty of checks to defeat barriers is increased by 3. When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it. When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card. M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0 Located/Displayed Here: None Fringes of the Eye Card 1: Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Fringes of the Eye Card 2: Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Fringes of the Eye Card 3: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Fringes of the Eye Card 4: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Fringes of the Eye Card 5: Dindreann
SS Ally 3 Traits: Human Cleric To Acquire: Charisma Diplomacy 11 On your turn, discard this card to examine the top card of your location deck. You may then explore your location. Fringes of the Eye Card 6:
Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Location #9: Raker Shoals At This Location: At the start of your turn, your ship is dealt 1 Structural damage. When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed. When Permanently Closed: On closing, discard a card. M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Pirate Entertainments, Flaming Crossbow +2, Divine Fortune Raker Shoals Card 1 (Sniper Goggles): Sniper Goggles
SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Raker Shoals Card 2: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Raker Shoals Card 3: 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. Raker Shoals Card 4: 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. Raker Shoals Card 5: 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. Raker Shoals Card 6: Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Raker Shoals Card 7: Divine Fortune
SS Spell 4 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you would choose your party’s ship, each character instead randomly chooses a class 6 or lower ship and stashes a plunder card under it. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can reduce damage to your ship. The difficulty to defeat ships is increased by the number of open locations. If your ship is wrecked at the end of your move step, put it in a defeated pile next to the scenario and choose another ship from the box to be your ship. If there are more ships in the defeated pile than the number of characters, you lose the scenario. To win the scenario, close all locations. When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards. Zova's Ship: Wavecrest:
Ship 4 When Commanding This Ship: "Reduce Structural damage to this ship by 1 for each character on the ship. If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it. Check to Repair: Craft 7
Valendron's Ship: Truewind:
Ship B When Commanding This Ship: You may discard a card from the blessings deck to recharge a random card from your discard pile. Check to Repair: Craft 7
Amli's Ship: Man Promise:
Ship 1 When Commanding This Ship: You may discard a card from the blessings deck to explore your location. Check to Repair: Craft 6
Ezren's Ship: Thresher :
Ship 2 When Commanding This Ship: "Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards." Check to Repair: Craft 6
Additional Rules: Henchman: Enemy Ship:
Henchman Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Summoned Henchman: Hirgenzosk:
Henchman Type: Monster Traits: Dragon Aquatic To Defeat: Combat 30 If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship. If Hirgenzosk would be defeated, he is undefeated. Scenario Level (#): 6 Turn: 6, Valendron/EmpTyger Random Cards:
Monsters Spoiler:
Pirate Guard
SS Monster 4 Traits: Dwarf Fighter Pirate To Defeat: Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check. Spoiler:
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. Spoiler:
Siren Caller
SS Monster B Traits: Siren Aquatic Veteran To Defeat: Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced. The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any. If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck. Spoiler:
Shackles Pirate
SS Monster B Traits: Human Pirate Veteran To Defeat: Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, add 1d4 to it. Spoiler:
Sargassum Fiend
SS Monster 4 Traits: Plant Aquatic To Defeat: Wisdom Perception 12 The Sargassum Fiend is immune to the Mental and Poison traits. If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn. Barriers Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
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. Spoiler:
Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Spoiler:
Wyvern Blade Trap
SS Barrier 3 Traits: Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage. Weapons Spoiler:
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. Spoiler:
Dagger Pistol +1
SS Weapon 2 Traits: Knife Firearm Ranged Piercing Swashbuckling Magic To Acquire: Dexterity Ranged Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. When playing another weapon, you may discard this card to add 1d4 to the combat check. Spoiler:
Grayflame Mace +2
SS Weapon 5 Traits: Mace Melee Bludgeoning Magic To Acquire: Strength Melee Divine 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait. Spoiler:
Seaborne Trident +1
SS Weapon 3 Traits: Polearm Melee Piercing Magic To Acquire: Strength Melee Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check. Spoiler:
Venomous Pike +2
SS Weapon 6 Traits: Polearm Melee Piercing Poison 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spells Spoiler:
Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Rage
SS Spell 1 Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Animate Water
SS Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check. Discard this card to evade a bane that has the Aquatic trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Animated Weapon
SS Spell 2 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Spoiler:
World Wave
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions. For your combat check, discard this card to use your Arcane or Divine skill + 2d12. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Armors Spoiler:
Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Topaz of Strength
SS Item B Traits: Object Magic To Acquire: Strength 7 Recharge this card to roll your Strength die instead of the normal die on a non-combat check. Spoiler:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Spoiler:
Alchemical Glue
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one. Spoiler:
Sapphire of Intelligence
SS Item B Traits: Object Magic To Acquire: Intelligence 7 Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check. Spoiler:
Token of Remembrance
SS Item B Traits: Object Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Allies Spoiler:
Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Spoiler:
Besmaran Priest
SS Ally B Traits: Human Cleric Pirate To Acquire: Divine Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
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. Spoiler:
Audessa Reyquio
SS Ally 4 Traits: Human Aristocrat To Acquire: Dexterity Acrobatics 7 THEN Charisma Diplomacy 10 Reveal this card to add 1 to your check. You may play another ally on this check. Discard this card to explore your location. Spoiler:
Sefina
SS Ally 4 Traits: Nymph Nereid To Acquire: Wisdom Survival Charisma Diplomacy 12 Bury this card to evade your encounter. Banish this card to explore your location. Add 4 to your non-combat checks during this exploration. Blessings Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
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. Spoiler:
Blessing of Geryon
SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Norgorber:
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. Hours Remaining: 23 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
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. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Valendron/EmpTyger: Hourglass Card 19 Zova/AAUGHWHY
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Amli/eddiephlash: Hourglass Card 20 Valendron/EmpTyger
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack: Hourglass Card 21 Amli/eddiephlash
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Zova/AAUGHWHY: Hourglass Card 22 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 23 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Cards Not In the Box
Zova's Ship: Wavecrest:
Ship 4 When Commanding This Ship: "Reduce Structural damage to this ship by 1 for each character on the ship. If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it. Check to Repair: Craft 7
Cards Not In the Box Card 1: Lady Cerise Bloodmourn
SS Ally 4 Traits: Human Aristocrat Captain Pirate To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11 Bury this card and recharge another card to succeed at your check to close a location. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Cards Not In the Box Card 2: Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Cards Not In the Box Card 3:
Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Location #2: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Valendron's Ship: Truewind:
Ship B When Commanding This Ship: You may discard a card from the blessings deck to recharge a random card from your discard pile. Check to Repair: Craft 7
Cards Not In the Box Card 1:
Eel Skin Armor
SS Armor 4 Traits: Light Armor Magic Aquatic Swashbuckling To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Location #3: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Amli's Ship: Man Promise:
Ship 1 When Commanding This Ship: You may discard a card from the blessings deck to explore your location. Check to Repair: Craft 6
Cards Not In the Box Card 1:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Location #4: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Ezren's Ship: Thresher :
Ship 2 When Commanding This Ship: "Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards." Check to Repair: Craft 6
Cards Not In the Box Card 1:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Location #5: Pinnacle Atoll Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #6: Scar Bay
Scar Bay Card 1: Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait. Scar Bay Card 2: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Scar Bay Card 3: Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Scar Bay Card 4: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Scar Bay Card 5: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Scar Bay Card 6: 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. Scar Bay Card 7: Pearl of Wisdom
SS Item B Traits: Object Magic To Acquire: Wisdom 7 Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check. Scar Bay Card 8:
Manticore
SS Monster 3 Traits: Aberration Manticore To Defeat: Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character. Location #7: Lonely Island At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location. When Closing: Banish an ally. When Permanently Closed: On closing, draw a random ally from the box and recharge it. M: 0 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Valendron/EmpTyger, None Lonely Island Card 1: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Lonely Island Card 2: Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Lonely Island Card 3: Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Lonely Island Card 4: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Lonely Island Card 5: Teleportation Trap
SS Barrier 6 Traits: Trap Magic To Defeat: Intelligence Arcane 13 If defeated, you may move any number of characters at your location to a location of your choice. If undefeated, you are dealt 2d4 Combat damage and moved to a random other location. Lonely Island Card 6: Potion of the Ocean
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait. Lonely Island Card 7:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Location #8: Fringes of the Eye At This Location: The difficulty of checks to defeat barriers is increased by 3. When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it. When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card. M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, None Fringes of the Eye Card 1 (Blessing of Kelizandri): Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Fringes of the Eye Card 2: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Fringes of the Eye Card 3: Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Fringes of the Eye Card 4: Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Fringes of the Eye Card 5: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Fringes of the Eye Card 6: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Fringes of the Eye Card 7: Dindreann
SS Ally 3 Traits: Human Cleric To Acquire: Charisma Diplomacy 11 On your turn, discard this card to examine the top card of your location deck. You may then explore your location. Fringes of the Eye Card 8:
Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Location #9: Raker Shoals At This Location: At the start of your turn, your ship is dealt 1 Structural damage. When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed. When Permanently Closed: On closing, discard a card. M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Ezren/Bigguyinblack, Pirate Entertainments, Flaming Crossbow +2, Divine Fortune Raker Shoals Card 1: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Raker Shoals Card 2: Divine Fortune
SS Spell 4 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card. Raker Shoals Card 3: Sniper Goggles
SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Raker Shoals Card 4: 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. Raker Shoals Card 5: 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. Raker Shoals Card 6: 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. Raker Shoals Card 7: Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you would choose your party’s ship, each character instead randomly chooses a class 6 or lower ship and stashes a plunder card under it. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can reduce damage to your ship. The difficulty to defeat ships is increased by the number of open locations. If your ship is wrecked at the end of your move step, put it in a defeated pile next to the scenario and choose another ship from the box to be your ship. If there are more ships in the defeated pile than the number of characters, you lose the scenario. To win the scenario, close all locations. When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards. Zova's Ship: Wavecrest:
Ship 4 When Commanding This Ship: "Reduce Structural damage to this ship by 1 for each character on the ship. If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it. Check to Repair: Craft 7
Valendron's Ship: Truewind:
Ship B When Commanding This Ship: You may discard a card from the blessings deck to recharge a random card from your discard pile. Check to Repair: Craft 7
Amli's Ship: Man Promise:
Ship 1 When Commanding This Ship: You may discard a card from the blessings deck to explore your location. Check to Repair: Craft 6
Ezren's Ship: Thresher :
Ship 2 When Commanding This Ship: "Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards." Check to Repair: Craft 6
Additional Rules: Henchman: Enemy Ship:
Henchman Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Summoned Henchman: Hirgenzosk:
Henchman Type: Monster Traits: Dragon Aquatic To Defeat: Combat 30 If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship. If Hirgenzosk would be defeated, he is undefeated. Scenario Level (#): 6 Turn: 2, Valendron/EmpTyger Random Cards:
Monsters Spoiler:
Lorelei
SS Monster 6 Traits: Aberration Aquatic To Defeat: Combat 23 Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this location. Spoiler:
Shark-Eating Crab
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll. Bury any allies played on the check to defeat the Shark-Eating Crab. Spoiler:
Canopy Creeper
SS Monster 2 Traits: Plant To Defeat: Combat 12 The Canopy Creeper is immune to the Electricity, Mental, and Poison traits. If the check to defeat has the Cold or Slashing trait, add 1d8 to it. Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3. Spoiler:
Sea Troll
SS Monster 5 Traits: Troll Aquatic To Defeat: Combat 20 If the check to defeat has the Fire trait, add 1d8 to it. If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated. Spoiler:
Chelish Marine
SS Monster 6 Traits: Human Warrior To Defeat: Combat 21 Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4. Barriers Spoiler:
Hull Damage
SS Barrier 1 Traits: Obstacle Aquatic Veteran To Defeat: Intelligence Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card. Spoiler:
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. Spoiler:
Symbol of Insanity
SS Barrier 4 Traits: Trap Magic To Defeat: Wisdom Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand. Spoiler:
Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Weapons Spoiler:
Old Salt's Rapier +2
SS Weapon 6 Traits: Rapier Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon. Spoiler:
Grayflame Mace +2
SS Weapon 5 Traits: Mace Melee Bludgeoning Magic To Acquire: Strength Melee Divine 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait. Spoiler:
Icy Boarding Pike +1
SS Weapon B Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result. Spoiler:
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. Spoiler:
Keen Falcata +1
SS Weapon 2 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6. Spells Spoiler:
Obscure
SS Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Resist Energy
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Freezing Sphere
SS Spell 3 Traits: Magic Arcane Cold Attack To Acquire: Intelligence Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
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. Armors Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
Animated Shield
SS Armor 4 Traits: Shield Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Spoiler:
Crystal of Healing Hands
SS Item 3 Traits: Accessory Magic Divine Healing To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card. After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it. Spoiler:
Ring of Rat Fangs
SS Item 4 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 10 If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile. Spoiler:
Astrolabe
SS Item 1 Traits: Tool To Acquire: Wisdom Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it. Spoiler:
Token of Remembrance
SS Item B Traits: Object Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Allies Spoiler:
Old Salt
SS Ally B Traits: Human Veteran To Acquire: Charisma Diplomacy 7 Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1). Discard this card to explore your location. Spoiler:
Rosie Cusswell
SS Ally 1 Traits: Halfling Fighter Pirate To Acquire: Charisma Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Mase Darimar
SS Ally 4 Traits: Half-Elf Druid Captain Pirate To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Baby Triceratops
SS Ally 6 Traits: Animal To Acquire: Wisdom Survival 13 Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card. Spoiler:
Coral Capuchin
SS Ally 1 Traits: Animal Aquatic To Acquire: Wisdom Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait. Blessings Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Milani
SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Pharasma
SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of the Gods:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 27 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Amli/eddiephlash: Spoiler: Hourglass Card 2 Ezren/Bigguyinblack: Hourglass Card 1 Amli/eddiephlash
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Zova/AAUGHWHY: Hourglass Card 2 Ezren/Bigguyinblack
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Valendron/EmpTyger: Hourglass Card 3 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Amli/eddiephlash: Hourglass Card 4 Valendron/EmpTyger
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. Spoiler: Hourglass Card 6 Ezren/Bigguyinblack: Hourglass Card 5 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Zova/AAUGHWHY: Hourglass Card 6 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Valendron/EmpTyger: Hourglass Card 7 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Amli/eddiephlash: Hourglass Card 8 Valendron/EmpTyger
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Ezren/Bigguyinblack: Hourglass Card 9 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Zova/AAUGHWHY: Hourglass Card 10 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Valendron/EmpTyger: Hourglass Card 11 Zova/AAUGHWHY
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Amli/eddiephlash: Hourglass Card 12 Valendron/EmpTyger
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Ezren/Bigguyinblack: Hourglass Card 13 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Zova/AAUGHWHY: Hourglass Card 14 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Valendron/EmpTyger: Hourglass Card 15 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Amli/eddiephlash: Hourglass Card 16 Valendron/EmpTyger
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Ezren/Bigguyinblack: Hourglass Card 17 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Zova/AAUGHWHY: Hourglass Card 18 Ezren/Bigguyinblack
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Valendron/EmpTyger: Hourglass Card 19 Zova/AAUGHWHY
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Amli/eddiephlash: Hourglass Card 20 Valendron/EmpTyger
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Ezren/Bigguyinblack: Hourglass Card 21 Amli/eddiephlash
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. Spoiler: Hourglass Card 23 Zova/AAUGHWHY: Hourglass Card 22 Ezren/Bigguyinblack
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Valendron/EmpTyger: Hourglass Card 23 Zova/AAUGHWHY
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 25 Amli/eddiephlash: Hourglass Card 24 Valendron/EmpTyger
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Ezren/Bigguyinblack: Hourglass Card 25 Amli/eddiephlash
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Zova/AAUGHWHY: Hourglass Card 26 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 27 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Cards Not In the Box
Zova's Ship: Wavecrest:
Ship 4 When Commanding This Ship: "Reduce Structural damage to this ship by 1 for each character on the ship. If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it. Check to Repair: Craft 7
Cards Not In the Box Card 1: Lady Cerise Bloodmourn
SS Ally 4 Traits: Human Aristocrat Captain Pirate To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11 Bury this card and recharge another card to succeed at your check to close a location. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Cards Not In the Box Card 2: Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Cards Not In the Box Card 3:
Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Location #2: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Valendron's Ship: Truewind:
Ship B When Commanding This Ship: You may discard a card from the blessings deck to recharge a random card from your discard pile. Check to Repair: Craft 7
Cards Not In the Box Card 1:
Eel Skin Armor
SS Armor 4 Traits: Light Armor Magic Aquatic Swashbuckling To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Location #3: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Amli's Ship: Man Promise:
Ship 1 When Commanding This Ship: You may discard a card from the blessings deck to explore your location. Check to Repair: Craft 6
Cards Not In the Box Card 1:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Location #4: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Ezren's Ship: Thresher :
Ship 2 When Commanding This Ship: "Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards." Check to Repair: Craft 6
Cards Not In the Box Card 1:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Location #5: Pinnacle Atoll Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Zova/AAUGHWHY, Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, None Location #6: Scar Bay
Scar Bay Card 1: Rotgut
SS Ally 2 Traits: Animal Pirate To Acquire: Wisdom Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result. Discard this card to explore your location. Scar Bay Card 2: Insanity Daemon
SS Monster 5 Traits: Outsider To Defeat: Combat 20 The Insanity Demon may not be evaded and is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait. After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn. Scar Bay Card 3: Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait. Scar Bay Card 4: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Scar Bay Card 5: Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Scar Bay Card 6: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Scar Bay Card 7: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Scar Bay Card 8: 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. Scar Bay Card 9: Pearl of Wisdom
SS Item B Traits: Object Magic To Acquire: Wisdom 7 Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check. Scar Bay Card 10:
Manticore
SS Monster 3 Traits: Aberration Manticore To Defeat: Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character. Location #7: Lonely Island At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location. When Closing: Banish an ally. When Permanently Closed: On closing, draw a random ally from the box and recharge it. M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Lonely Island Card 1: Blessing of Gorum
SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Lonely Island Card 2: Animalbane Dagger +1
SS Weapon 1 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait. Lonely Island Card 3: Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Lonely Island Card 4: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Lonely Island Card 5: Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Lonely Island Card 6: Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Lonely Island Card 7: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Lonely Island Card 8: Teleportation Trap
SS Barrier 6 Traits: Trap Magic To Defeat: Intelligence Arcane 13 If defeated, you may move any number of characters at your location to a location of your choice. If undefeated, you are dealt 2d4 Combat damage and moved to a random other location. Lonely Island Card 9: Potion of the Ocean
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait. Lonely Island Card 10:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Location #8: Fringes of the Eye At This Location: The difficulty of checks to defeat barriers is increased by 3. When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it. When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card. M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1 Located/Displayed Here: None Fringes of the Eye Card 1: Drowning Spikes Trap
SS Barrier 1 Traits: Trap Aquatic To Defeat: Dexterity Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck. Fringes of the Eye Card 2: Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Fringes of the Eye Card 3: Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Fringes of the Eye Card 4: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Fringes of the Eye Card 5: Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Fringes of the Eye Card 6: Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Fringes of the Eye Card 7: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Fringes of the Eye Card 8: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Fringes of the Eye Card 9: Dindreann
SS Ally 3 Traits: Human Cleric To Acquire: Charisma Diplomacy 11 On your turn, discard this card to examine the top card of your location deck. You may then explore your location. Fringes of the Eye Card 10:
Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Location #9: Raker Shoals At This Location: At the start of your turn, your ship is dealt 1 Structural damage. When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed. When Permanently Closed: On closing, discard a card. M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Raker Shoals Card 1: 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. Raker Shoals Card 2: 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. Raker Shoals Card 3: 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. Raker Shoals Card 4: Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Raker Shoals Card 5: Divine Fortune
SS Spell 4 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card. Raker Shoals Card 6: 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. Raker Shoals Card 7: Sniper Goggles
SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Raker Shoals Card 8: Blessing of Abadar
SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Raker Shoals Card 9: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Raker Shoals Card 10: Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
During This Adventure: Useful Info (Includes Loot and Ships) When a character acquires a boon, that character may banish it to draw 1 random non-Basic, non-Elite boon of that type from the box. During This Scenario: When you would choose your party’s ship, each character instead randomly chooses a class 6 or lower ship and stashes a plunder card under it. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can reduce damage to your ship. The difficulty to defeat ships is increased by the number of open locations. If your ship is wrecked at the end of your move step, put it in a defeated pile next to the scenario and choose another ship from the box to be your ship. If there are more ships in the defeated pile than the number of characters, you lose the scenario. To win the scenario, close all locations. When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards. Zova's Ship: Wavecrest:
Ship 4 When Commanding This Ship: "Reduce Structural damage to this ship by 1 for each character on the ship. If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it. Check to Repair: Craft 7
Valendron's Ship: Truewind:
Ship B When Commanding This Ship: You may discard a card from the blessings deck to recharge a random card from your discard pile. Check to Repair: Craft 7
Amli's Ship: Man Promise:
Ship 1 When Commanding This Ship: You may discard a card from the blessings deck to explore your location. Check to Repair: Craft 6
Ezren's Ship: Thresher :
Ship 2 When Commanding This Ship: "Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards." Check to Repair: Craft 6
Additional Rules: Henchman: Enemy Ship:
Henchman Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Summoned Henchman: Hirgenzosk:
Henchman Type: Monster Traits: Dragon Aquatic To Defeat: Combat 30 If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship. If Hirgenzosk would be defeated, he is undefeated. Scenario Level (#): 6 Turn: 1, Zova/AAUGHWHY Random Cards:
Monsters Spoiler:
Marine
SS Monster B Traits: Human Warrior Veteran To Defeat: Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2. Spoiler:
Will-o'-Wisp
SS Monster 3 Traits: Aberration To Defeat: Combat 16 OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait. Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand. These maletic aberrations feed on the fear of terrified travelers_ Spoiler:
Cyclops
SS Monster 4 Traits: Giant Cyclops To Defeat: Combat 22 Before you act, examine the top card of your deck; then recharge it. Damage dealt by the Cyclops is dealt to each character at your location. Spoiler:
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. Spoiler:
Port Peril Corsair
SS Monster 2 Traits: Elf Pirate Veteran To Defeat: Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you. If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any. Barriers Spoiler:
Firedrake Trap
SS Barrier 6 Traits: Trap Alchemical Fire To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14 If defeated, each character at your location is dealt 1d4 Fire damage. If undefeated, each character at your location is dealt 2d4+1 Fire damage. Spoiler:
Crawling Cyclops Hands
SS Barrier 4 Traits: Skirmish Undead To Defeat: Wisdom Perception 14 OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card. Spoiler:
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. Spoiler:
Cannonade
SS Barrier 3 Traits: Skirmish Veteran To Defeat: Wisdom Perception Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage. Spoiler:
Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Weapons Spoiler:
Sword Cane Pistol +2
SS Weapon 4 Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic To Acquire: Dexterity Ranged Craft 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill. Spoiler:
Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Flaming Falcata +3
SS Weapon 5 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5. Spoiler:
Saltbox
SS Weapon 4 Traits: Firearm Ranged Piercing Magic To Acquire: Dexterity Ranged Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Spoiler:
Grayflame Mace +2
SS Weapon 5 Traits: Mace Melee Bludgeoning Magic To Acquire: Strength Melee Divine 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait. Spells Spoiler:
Safe Harbor
SS Spell 2 Traits: Magic Arcane Healing To Acquire: Intelligence Arcane 8 Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Skeleton Crew
SS Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to succeed at your check to defeat a barrier that has the Task trait. Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Spoiler:
Telekinesis
SS Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check. For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Tsunami
SS Spell 6 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 15 For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it. Spoiler:
Righteousness
SS Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it. Armors Spoiler:
Reflecting Buckler
SS Armor 5 Traits: Shield Magic To Acquire: Constitution Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check. Spoiler:
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. Spoiler:
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. Spoiler:
Shark Skin Armor
SS Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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. Items Spoiler:
Ruby of Charisma
SS Item B Traits: Object Magic To Acquire: Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check. Spoiler:
Nautical Charts
SS Item B Traits: Book To Acquire: Wisdom Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply. Spoiler:
Potion of Flying
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply. Spoiler:
Pearl of Magic
SS Item 6 Traits: Object Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it. Spoiler:
Crystal of Healing Hands
SS Item 3 Traits: Accessory Magic Divine Healing To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card. After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it. Allies Spoiler:
Lady Cerise Bloodmourn
SS Ally 4 Traits: Human Aristocrat Captain Pirate To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11 Bury this card and recharge another card to succeed at your check to close a location. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Spoiler:
Conchobhar Turlach Shortstone
SS Ally 1 Traits: Gnome Bard Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Pierce Jerrell
SS Ally 3 Traits: Human Sorcerer Captain Pirate To Acquire: Intelligence Arcane 6 OR Charisma Diplomacy 9 Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Spoiler:
Sefina
SS Ally 4 Traits: Nymph Nereid To Acquire: Wisdom Survival Charisma Diplomacy 12 Bury this card to evade your encounter. Banish this card to explore your location. Add 4 to your non-combat checks during this exploration. Spoiler:
Royster McCleagh
SS Ally 2 Traits: Human Fighter Pirate To Acquire: Charisma Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration. Blessings Spoiler:
Blessing of Achaekek
SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Pharasma
SS Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Abadar
SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Asmodeus:
Blessing of Asmodeus
SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Valendron/EmpTyger: Spoiler: Hourglass Card 2 Amli/eddiephlash: Hourglass Card 1 Valendron/EmpTyger
Blessing of Kelizandri SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Ezren/Bigguyinblack: Hourglass Card 2 Amli/eddiephlash
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Zova/AAUGHWHY: Hourglass Card 3 Ezren/Bigguyinblack
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Valendron/EmpTyger: Hourglass Card 4 Zova/AAUGHWHY
Blessing of Gorum SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Amli/eddiephlash: Hourglass Card 5 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Ezren/Bigguyinblack: Hourglass Card 6 Amli/eddiephlash
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. Spoiler: Hourglass Card 8 Zova/AAUGHWHY: Hourglass Card 7 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Valendron/EmpTyger: Hourglass Card 8 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Amli/eddiephlash: Hourglass Card 9 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Ezren/Bigguyinblack: Hourglass Card 10 Amli/eddiephlash
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Zova/AAUGHWHY: Hourglass Card 11 Ezren/Bigguyinblack
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Valendron/EmpTyger: Hourglass Card 12 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Amli/eddiephlash: Hourglass Card 13 Valendron/EmpTyger
Blessing of Abadar SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Ezren/Bigguyinblack: Hourglass Card 14 Amli/eddiephlash
Blessing of Cayden Cailean SS Blessing B Traits: Divine Cayden Cailean To Acquire: Strength Constitution 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Zova/AAUGHWHY: Hourglass Card 15 Ezren/Bigguyinblack
Blessing of Geryon SS Blessing 6 Traits: Divine Geryon To Acquire: Charisma Diplomacy 8 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Valendron/EmpTyger: Hourglass Card 16 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Amli/eddiephlash: Hourglass Card 17 Valendron/EmpTyger
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Ezren/Bigguyinblack: Hourglass Card 18 Amli/eddiephlash
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Zova/AAUGHWHY: Hourglass Card 19 Ezren/Bigguyinblack
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 21 Valendron/EmpTyger: Hourglass Card 20 Zova/AAUGHWHY
Blessing of Asmodeus SS Blessing 4 Traits: Divine Asmodeus To Acquire: Charisma Diplomacy 7 OR Divine 5 Discard this card to add 1 die to any check. Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Amli/eddiephlash: Hourglass Card 21 Valendron/EmpTyger
Blessing of Sivanah SS Blessing B Traits: Divine Sivanah To Acquire: Intelligence Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Intelligence or Charisma check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Ezren/Bigguyinblack: Hourglass Card 22 Amli/eddiephlash
Blessing of Milani SS Blessing B Traits: Divine Milani To Acquire: Dexterity Wisdom 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Zova/AAUGHWHY: Hourglass Card 23 Ezren/Bigguyinblack
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. Spoiler: Hourglass Card 25 Valendron/EmpTyger: Hourglass Card 24 Zova/AAUGHWHY
Blessing of Besmara SS Blessing 1 Traits: Divine Besmara To Acquire: Dexterity Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Amli/eddiephlash: Hourglass Card 25 Valendron/EmpTyger
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Ezren/Bigguyinblack: Hourglass Card 26 Amli/eddiephlash
Blessing of Hshurha SS Blessing 2 Traits: Divine Hshurha To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Zova/AAUGHWHY: Hourglass Card 27 Ezren/Bigguyinblack
Blessing of Achaekek SS Blessing B Traits: Divine Achaekek To Acquire: Intelligence Craft 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a villain or henchman. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Valendron/EmpTyger: Hourglass Card 28 Zova/AAUGHWHY
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 29 Valendron/EmpTyger
Blessing of the Gods SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Cards Not In the Box
Zova's Ship: Wavecrest:
Ship 4 When Commanding This Ship: "Reduce Structural damage to this ship by 1 for each character on the ship. If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it. Check to Repair: Craft 7
Cards Not In the Box Card 1:
Corlan
SS Ally 3 Traits: Tengu Smuggler To Acquire: Charisma Diplomacy 9 Recharge this card to give a card to another character at any location. Discard this card to explore your location. Location #2: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Valendron's Ship: Truewind:
Ship B When Commanding This Ship: You may discard a card from the blessings deck to recharge a random card from your discard pile. Check to Repair: Craft 7
Cards Not In the Box Card 1:
Eel Skin Armor
SS Armor 4 Traits: Light Armor Magic Aquatic Swashbuckling To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Location #3: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Amli's Ship: Man Promise:
Ship 1 When Commanding This Ship: You may discard a card from the blessings deck to explore your location. Check to Repair: Craft 6
Cards Not In the Box Card 1:
Potion of Heroism
SS Item 1 Traits: Liquid Alchemical To Acquire: Intelligence Craft 7 Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn. Location #4: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Ezren's Ship: Thresher :
Ship 2 When Commanding This Ship: "Reduce Structural damage to this ship by 1. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards." Check to Repair: Craft 6
Cards Not In the Box Card 1:
Bottled Lightning
SS Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it. Location #5: Pinnacle Atoll At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location. When Closing: Discard a card from the blessings deck. When Permanently Closed: On closing, stash a plunder card. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Zova/AAUGHWHY, Valendron/EmpTyger, Amli/eddiephlash, Ezren/Bigguyinblack, None Pinnacle Atoll Card 1: Symbol of Insanity
SS Barrier 4 Traits: Trap Magic To Defeat: Wisdom Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand. Pinnacle Atoll Card 2: Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait. Pinnacle Atoll Card 3: Shark-Eating Crab
SS Monster 4 Traits: Animal Aquatic To Defeat: Combat 18 If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll. Bury any allies played on the check to defeat the Shark-Eating Crab. Pinnacle Atoll Card 4: 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. Pinnacle Atoll Card 5: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Pinnacle Atoll Card 6: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Pinnacle Atoll Card 7: Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Pinnacle Atoll Card 8: Net of Snaring
SS Item 4 Traits: Object Magic To Acquire: Dexterity Ranged 12 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck. Pinnacle Atoll Card 9: Ambrose "Fishguts" Kroop
SS Ally 1 Traits: Human Rogue Pirate To Acquire: Charisma Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. Pinnacle Atoll Card 10:
Symbol of Insanity
SS Barrier 4 Traits: Trap Magic To Defeat: Wisdom Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand. Location #6: Scar Bay At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits. When Closing: Succeed at a Wisdom or Divine 8 check. When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck. M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Scar Bay Card 1: Rotgut
SS Ally 2 Traits: Animal Pirate To Acquire: Wisdom Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result. Discard this card to explore your location. Scar Bay Card 2: Insanity Daemon
SS Monster 5 Traits: Outsider To Defeat: Combat 20 The Insanity Demon may not be evaded and is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait. After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn. Scar Bay Card 3: Dweller in the Deeps
SS Monster 6 Traits: Outsider Aquatic To Defeat: Combat 26 The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait. Scar Bay Card 4: Magic Spyglass
SS Item 4 Traits: Object Magic To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Scar Bay Card 5: Barroom Brawl
SS Barrier B Traits: Skirmish Veteran To Defeat: Strength Melee Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated. Scar Bay Card 6: Galvo
SS Monster 5 Traits: Aberration Aquatic Swarm To Defeat: Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated. Scar Bay Card 7: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Scar Bay Card 8: 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. Scar Bay Card 9: Pearl of Wisdom
SS Item B Traits: Object Magic To Acquire: Wisdom 7 Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check. Scar Bay Card 10:
Manticore
SS Monster 3 Traits: Aberration Manticore To Defeat: Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character. Location #7: Lonely Island At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location. When Closing: Banish an ally. When Permanently Closed: On closing, draw a random ally from the box and recharge it. M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Lonely Island Card 1: Blessing of Gorum
SS Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Lonely Island Card 2: Animalbane Dagger +1
SS Weapon 1 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait. Lonely Island Card 3: Dimension Leap
SS Spell 3 Traits: Magic Arcane To Acquire: Intelligence Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it. Lonely Island Card 4: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Lonely Island Card 5: Flaming Musket +2
SS Weapon 6 Traits: Firearm Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Lonely Island Card 6: Large Chest
SS Barrier B Traits: Cache Lock Veteran To Defeat: Strength Melee 10 OR Dexterity Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Lonely Island Card 7: Ambush
SS Barrier B Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, you may explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Lonely Island Card 8: Teleportation Trap
SS Barrier 6 Traits: Trap Magic To Defeat: Intelligence Arcane 13 If defeated, you may move any number of characters at your location to a location of your choice. If undefeated, you are dealt 2d4 Combat damage and moved to a random other location. Lonely Island Card 9: Potion of the Ocean
SS Item 3 Traits: Liquid Alchemical To Acquire: Intelligence Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait. Lonely Island Card 10:
Breastplate of the Deep
SS Armor 5 Traits: Heavy Armor Magic Aquatic To Acquire: Constitution Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Location #8: Fringes of the Eye At This Location: The difficulty of checks to defeat barriers is increased by 3. When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it. When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card. M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1 Located/Displayed Here: None Fringes of the Eye Card 1: Drowning Spikes Trap
SS Barrier 1 Traits: Trap Aquatic To Defeat: Dexterity Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck. Fringes of the Eye Card 2: Illusory Wall
SS Barrier B Traits: Obstacle Magic Mental Veteran To Defeat: Intelligence Arcane Wisdom Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Fringes of the Eye Card 3: Blessing of Kelizandri
SS Blessing 3 Traits: Divine Kelizandri To Acquire: Constitution Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Fringes of the Eye Card 4: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Fringes of the Eye Card 5: Pteranodon
SS Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration. Fringes of the Eye Card 6: Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. Fringes of the Eye Card 7: Darkforest Anemone
SS Monster 3 Traits: Animal Aquatic To Defeat: Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage. You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone. If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one. Fringes of the Eye Card 8: Blessing of the Gods
SS Blessing B Traits: Divine Basic To Acquire: None 0 When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Fringes of the Eye Card 9: Dindreann
SS Ally 3 Traits: Human Cleric To Acquire: Charisma Diplomacy 11 On your turn, discard this card to examine the top card of your location deck. You may then explore your location. Fringes of the Eye Card 10:
Sandbar
SS Barrier 3 Traits: Task Aquatic To Defeat: Strength Knowledge Wisdom Perception 11 Before you act, move each character to this location. You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier. If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck. Location #9: Raker Shoals At This Location: At the start of your turn, your ship is dealt 1 Structural damage. When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed. When Permanently Closed: On closing, discard a card. M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Raker Shoals Card 1: 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. Raker Shoals Card 2: 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. Raker Shoals Card 3: 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. Raker Shoals Card 4: Fortified Breastplate
SS Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check. Reveal this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Raker Shoals Card 5: Divine Fortune
SS Spell 4 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card. Raker Shoals Card 6: 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. Raker Shoals Card 7: Sniper Goggles
SS Item 4 Traits: Accessory Magic To Acquire: Dexterity Ranged Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check. Raker Shoals Card 8: Blessing of Abadar
SS Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Raker Shoals Card 9: Enemy Ship
SS Henchman B Type: Barrier Traits: Skirmish Aquatic To Defeat: None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from. Raker Shoals Card 10: Becalmed
SS Barrier 2 Traits: Task Aquatic Weather To Defeat: Wisdom Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card. |