POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Flenta:Ship: Wormwood Notes for Crimsi:Ship: Dowager Queen
Crimsi should've taken 2 Structural Damage on the last turn.
Given The Lady of Mysteries
Recharge The Winged Serpent Notes for Telessel:Ship: Magpie Princess Notes for Lini:Ship: Truewind
Heal 1 more card
Rechage Blessing of the Green Faith Notes for Siwar:Ship: Sanbalot
Flenta - Pinnacle Atoll 2-7 remain // 7=Sandbar Scar Bay CLOSED Lini - Lonely Island 1-8 remain Crimsi, Siwar - Fringes of the Eye Shuffled{2,4-9} THEN 1,3 remain // 1-Teleportation Trap, 3-Ambush Raker Shoals 1-10 remain // 1-Fuse Grenade Telessel - Shark Island 1-6 remain
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 8
HOUR: Blessing of Geryon
WHEN THIS IS THE HOUR: No effect.
LOCATION: Pinnacle Atoll
AT THIS LOCATION: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Play Scrying to examine Fringes of the Eye for Barriers
1: Teleportation Trap
2: Blessing of Achaekek
3: Ambush
Shuffle Blessing of Achaekek back in.
Place Teleportation Trap and Ambush on the bottom.
Random spell pulled out of my pocket: Illuminate
Free exploration: Seaweed Siren
This is not good.
Pause to discuss....
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 3
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Pinnacle Atoll
AT THIS LOCATION: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
FAVORED CARD TYPE: Weapon or Spell
Board Status
Most Recent BR Refresh Notes for Flenta:Ship: Wormwood Notes for Crimsi:Ship: Dowager Queen Notes for Telessel:Ship: Magpie Princess Notes for Lini:Ship: Truewind Notes for Siwar:Ship: Sanbalot
Flenta - Pinnacle Atoll 4,2,5-10 remain // 2=Sandbar, 4=Illusory Wall Lini - Scar Bay CLOSED Lonely Island 1-10 remain Crimsi, Siwar - Fringes of the Eye 1-10 remain Raker Shoals 1-10 remain Telessel - Shark Island 1-10 remain
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Ghol-Gan Ruins
AT THIS LOCATION: No effect
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 18
HOUR: Blessing of Erastil
WHEN THIS IS THE HOUR: No effect.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Telessel:Given Wayfarer Notes for Lini:Encounters another Chelish Marine Notes for Siwar:Given Fiery Glare, Recharge 1 card (or reload an ally)
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 13
HOUR: Blessing of Abadar
WHEN THIS IS THE HOUR: No effect.
LOCATION: Lucrehold
AT THIS LOCATION: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
Discard Blessing of Norgorber to explore: Cryptic Runes
Ask Siwar for Blessing of the Seventh Veil Knowledge 10:1d8 + 4 + 2d8 ⇒ (4) + 4 + (7, 4) = 19
Success
Defeated
Examine: Sabatoge, Staff of Weather.
Technically I'd switch the order.
Attempting to close...
Bury my discards.
Closed
Discards from blessings deck:1d4 ⇒ 2
Discard Blessing of the Gods and Blessing of the Gods from the hourglass.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 8
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Tempest Cay
AT THIS LOCATION: If this location is occupied, Structural damage to your ship at any location is increased by 1.
Move to Lucrehold
LOCATION: 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.
Discard Our Lord In Iron to explore: Darkforest Anemone
Flaming Ranseur +3, Evangelist
Combat 18:1d10 + 6 + 2d4 + 3 + 1 ⇒ (6) + 6 + (3, 1) + 3 + 1 = 20
Our Lord In Iron Reroll Combat 18:1d4 + 19 ⇒ (3) + 19 = 22
Success
Defeated
Discard Evangelist to explore: Cryptic Ruins Ask for Winged Serpent Knowledge 10:1d8 + 4 + 1d8 ⇒ (5) + 4 + (3) = 12
Success
Defeated
Examine: Invigorating Kukri +1, Crawling Cyclops Hands
Leave them alone.
Attempting to close...
Banish Letters of Marque
Closed
LOCATION: Lucrehold
AT THIS LOCATION: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
Ending my turn.
Infernal Healing: Bury Magic Spyglass to heal Salvator Scream
Random Spell: Blade Lash
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN 3
HOUR: Blessing of Gorum
WHEN THIS IS THE HOUR: No effect.
LOCATION: Tempest Cay
AT THIS LOCATION: If this location is occupied, Structural damage to your ship at any location is increased by 1.
Display Infernal Healing
Draw random spell: Fiery Glare
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Before turn: Received Pharasma's Knowing from Siwar.
DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
TURN 19
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Jungle
AT THIS LOCATION: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
DISPLAYED: False Life Deck: 11 | Discards: 9 | Bury Pile: 0
Current Location: Great Stone Bridge
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Scar Bay, Shrine to Norgorber, Jungle, Coastline, Great Stone Bridge
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Crimsi:Succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards
1d4 Acid damage
Group 1: Fishing Village CLOSED Group 1: Scar Bay CLOSED Group 1: Shrine to Norgorber CLOSED // Storm is displayed, 3 items in deck Telessel, Flenta, - Group 1: Jungle 1-6 remain // 1=Vrykolakas Group 2: Tower CLOSED Group 2: Coastline CLOSED Crimsi, Lini, Siwar, Flenta - Group 2: Great Stone Bridge 4,2 remain // 4=Arcane Robes, 2=Shrouded Queen
DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
TURN 14
HOUR: Blessing of Milani
WHEN THIS IS THE HOUR: No effect.
LOCATION: Jungle
AT THIS LOCATION: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Move to Shrine to Norgorber and take Siwar with me.
Free exploration: Blessing of the Gods
Automatically acquired
Discard Blessing of the Gods to explore: Storm
Displayed
Discard Salvator Scream to draw top of the hourglass: Blessing of Abadar
Discard Blessing of Cayden Cailean to explore: Blessing of Sivanah
Ask Siwar for help Intelligence 7:1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5
Accessory reroll
Intelligence 7:1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Success
Acquired
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Group 1: Fishing Village CLOSED Group 1: Scar Bay CLOSED Flenta, Siwar - Group 1: Shrine to Norgorber 5-7 remain // Incutilis Telessel, Lini - Group 1: Jungle 1-6 remain // 1=Vrykolakas Group 2: Tower CLOSED Group 2: Coastline CLOSED Crimsi - Group 2: Great Stone Bridge 1-6 remain // 1- Rogue Eidolon; 2 - Shrouded Queen(VILLAIN)
DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
HOUR: Blessing of Norgorber
WHEN THIS IS THE HOUR: No effect.
LOCATION: Jungle
AT THIS LOCATION: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Lini:Given Net of Snaring
Recharge Blessing of Green Faith
Heal 3 Notes for Siwar:Given Arcane Robes
Group 1: Fishing Village CLOSED Group 1: Scar Bay 1-4 remain // 1=Sapphire Jellyfish Flenta - Group 1: Shrine to Norgorber 3-10 remain Lini, Siwar - Group 1: Jungle 1-10 remain // 1=Ring of the Sea Strider Group 2: Tower CLOSED Telessel - Group 2: Coastline CLOSED Crimsi - Group 2: Great Stone Bridge 1-9 remain // 1 = Invigorating Kukri
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
Turn 4
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Fishing Village
AT THIS LOCATION: If you acquire a card during your exploration, you may discard it to immediately explore again.
Free exploration: Vrykolakas
Greatclub +3, Siwar and story banes
Combat 20:1d10 + 6 + 1d10 + 3 + 1d1 + 2 ⇒ (7) + 6 + (4) + 3 + (1) + 2 = 23
Success
Defeated
Lini, Siwar, and myself are dealt 1d4 poison damage.
Poison damage:1d4 ⇒ 2
Discard Bearskin Armor and Blessing of Cayden Cailean
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Lini:Given Create Mindscape, then Lini Displays it at Fishing Village.
Dealt 1d4 Poison damage.
Recovery of Create Mindscape from Fishing Village closing. Notes for Siwar:Dealt 1d4 Poison damage.
Flenta, Lini, Siwar - Group 1: Fishing Village CLOSED Group 1: Scar Bay 1-8 remain Group 1: Shrine to Norgorber 1-10 remain Group 1: Jungle 1-10 remain Telessel - Group 2: Tower CLOSED Group 2: Coastline 1-8 remain // 8 = Protect Crimsi - Group 2: Great Stone Bridge 1-10 remain
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Dragonbane Greatsword, Our Lord In Iron, Siwar +2 to defeat henchmen,
Combat 18+5=23:1d10 + 5 + 1d12 + 2 + 1d10 + 2 ⇒ (10) + 5 + (1) + 2 + (2) + 2 = 22
Reroll the 1 from Our Lord in Iron...
Combat 23:21 + 1d10 ⇒ 21 + (9) = 30
Success
Defeated
Siwar or Crimsi may banish a barrier with the Curse trait displayed in from of them. (I don't think there are any.)
Attempting to close
Siwar's Skeleton Crew, and a helpful song Strength 5+5=10:1d10 + 3 + 1d6 + 1d4 ⇒ (2) + 3 + (6) + (4) = 15
Success
Closed
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Free exploration: Resist Energy
Intelligence 10:0 = 0
Failed
Banished
Discard Weapon of Treasure Finding to examine:
Blessing of Besmara
Great White Shark
Mercenary
Witch Doctor (henchman)
Corlan
Shark-Eating Crab
Flaming Longbow +2
Flaming Longbow +2 is on top, everything else is shuffled.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Crimsi:Suffer 1 ranged combat damage. Notes for Telessel:Used a blessing Notes for Lini:Recharge Blessing of the Green Faith Notes for Siwar:Given Net of Snaring
Telessel - Sacred Spring 1-3 remain // (No henchman) Wishing Well CLOSED Sharkskin Reef 1-10 remain // 1 = Werecrocodile Crimsi - Shark Island 1-6 remain // 1 = Sea Troll Shrine to Norgorber 1-6 remain // (No henchman) Flenta, Siwar, Lini - Ghol-Gan Ruins 2-9 remain // Top = Flaming Longbow +2. Unkown order: Blessing of Besmara, Great White Shark, Mercenary, Witch Doctor (henchman), Corlan, Shark-Eating Crab Dagon's Jaw 1 1-5 remain Dagon's Jaw 2 1-4 remain
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Crimsi:Discard/Recharge a bow. Notes for Telessel:Recharge The Winged Serpent Notes for Lini:Recharge Blessing of the Green Faith. Discard 1 card. Notes for Siwar:Discard 1 card. One bard song.
Attempting to close empty location.
Siwar sings, Lini's Blessing of the Green Faith Charisma 6:1d6 + 1d6 + 1d4 ⇒ (6) + (4) + (4) = 14
Success
Closed
Me, Lini, and Siwar discard a card
I discard Brine's Sting
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Play Salvator Scream to draw the top of the hourglass: Blessing of the Gods.
Display Sklar-Quah Thundercaller
Free exploration: Adelita Doloruso
Siwar and/or Telessel need to guard.
Spoiler:
BA Random other occupied location:1d2 ⇒ 1
Windward Isle
BA each character at Gannet Island and Windward Isle must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
Lini can Cloud Puff me and use her Coat of Mist on herself. I'll assume I don't have access to Siwar and Telessel helping me.
Dragonbane Greatsword, Sklar-Quah Thundercaller, Blessing of the Gods, Crimsi Frost Longbow Combat 19:1d10 + 5 + 1d12 + 2 + 1d10 + 1d8 + 1d10 ⇒ (7) + 5 + (10) + 2 + (10) + (2) + (9) = 45
Success
Greatclub +3, Sklar-Quah Thundercaller, Crimsi Deathbane Light Crossbow, Lini's Blessing of Chaldira Zuzaristan Combat 22:1d10 + 5 + 1d10 + 3 + 1d10 + 1d8 + 1d10 ⇒ (10) + 5 + (5) + 3 + (9) + (1) + (7) = 40
Success
Random character at our location:1d2 ⇒ 1
Me, Cloud Puff ignores it.
Win if we guarded...
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Crimsi:Still must choose a plunder type Notes for Telessel:Draw from Windward Isle Notes for Lini:Draw from Windward Isle
Recharge Green Faith
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Ending my turn
Examine Cannibal Isle A: Biter
Infernal Healing: Bury Blessing of Cayden Cailean to heal: Sklar-Quah Thundercaller
Draw and recharge: Telepathic Projection
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
FAVORED CARD TYPE: Weapon or Spell
Board Status
Notes for Telessel:Refund Paizo reroll as Siwar was motivated to recharge a useless card.
Gozreh's Flow A CLOSED Gozreh's Flow B CLOSED Cannibal Isle A 1-5 remain // 1=Biter Cannibal Isle B 1-5 remain // 1=Henchman House of Stolen Kisses A CLOSED House of Stolen Kisses B CLOSED Tengu Rookery A 1-2 remain Flenta - Tengu Rookery B 5 remain Great Stone Bridge A CLOSED Great Stone Bridge B CLOSED Wishing Well A CLOSED Wishing Well B CLOSED Lini, Siwar, Crimsi, Telessel - Jasperleaf Apothecary A 1 remain // 1=Henchman Jasperleaf Apothecary B 1-5 remain // 1=Divine Fortune
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Gozreh's Flow A CLOSED Gozreh's Flow B CLOSED Cannibal Isle A 1-5 remain Cannibal Isle B 1-5 remain House of Stolen Kisses A CLOSED Crimsi - House of Stolen Kisses B CLOSED Tengu Rookery A 1-5 remain Telessel - Tengu Rookery B 1-5 remain Great Stone Bridge A 1-5 remain // 1 - Manticore Flenta, Siwar - Great Stone Bridge B 2-5 remain Lini - Wishing Well A CLOSED 1-5 remain Wishing Well B CLOSED 1-5 remain Jasperleaf Apothecary A 1-5 remain Jasperleaf Apothecary B 1-5 remain