Start of Turn:
Bury Shock Bullets.
Explore location.
Lost in the Storm Card 1: 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.
Avatar of Dagon evaded and added to the bottom of the location deck.
Discard Blessing of Abadar to explore again.
Lost in the Storm Card 2: 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.
Displayed: Deck: 8 Discard: 5 Buried: 3
Current Location: Lost in the Storm
Hero Points: 5/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Clockwork Owl, Black Arrow Ranger, Old Salt, Blessing of Alkenstar, Thieves' Tools, Enervating Pistol +3 2, Adamantine Bullets, Surgeon
Recharged: Discard Pile: Blessing of Erastil, Quartermaster, Emerald of Dexterity, Blessing of Abadar, Blessing of Alkenstar 2, Buried Pile: Poisoned Bullets, Blessing of the Gods, Shock Bullets,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
Start of Turn:
Bury Blessing of the Gods
Explore location.
Lost in the Storm Card 1: 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.
Recharge Old Salt
Attempt to defeat Dexterity 16:1d10 + 5 + 7 ⇒ (3) + 5 + 7 = 15 Failed
Hero point re-roll
Attempt to defeat Dexterity 16:1d10 + 5 + 7 ⇒ (6) + 5 + 7 = 18 Success!
Explore again using Ambush ability
Lost in the Storm Card 2: 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.
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.
Displayed: Deck: 11 Discard: 3 Buried: 2
Current Location: Lost in the Storm
Hero Points: 5/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Surgeon, Adamantine Bullets, Blessing of Alkenstar, Lifesurge Bayonet +1, Enervating Pistol +3 2, Lucky Rifle +2, Black Arrow Ranger, Clockwork Owl, Sniper's Studded Leather, Thieves' Tools
Recharged: Old Salt,
Discard Pile: Blessing of Erastil, Quartermaster, Emerald of Dexterity, Buried Pile: Poisoned Bullets, Blessing of the Gods,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
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.
Displayed: Deck: 13 Discard: 2 Buried: 1
Current Location: Lost in the Storm
Hero Points: 5/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
Displayed: Deck: 16 Discard: 0 Buried: 0
Current Location: Lost in the Storm
Hero Points: 5/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Old Salt, Blessing of Abadar, Black Arrow Ranger, Enervating Pistol +3, Lucky Rifle +2, Thieves' Tools, Blessing of Calistria, Surgeon, Alkenstar Pistol, Enervating Pistol +3 2, Shock Bullets, Blessing of Erastil, Blessing of Alkenstar 2, Clockwork Owl, Blessing of the Gods, Sniper's Studded Leather
Recharged: Discard Pile: Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
Continuing turn
With both characters at the location passing the check, Avalanche is defeated.
Take 1 Damage, Discard Wand of Flame.
Location closed.
End of turn:
Reset hand
Summary
Acquired: None
Banished: Avalanche
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Celeste Blessing of the Spellbound
Actions needed by other Player(s): None
Displayed: Deck: 16 Discard: 5 Buried: 0
Current Location: Bow
Hero Points: 5/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Poisoned Bullets, Shock Bullets, Clockwork Owl, Adamantine Bullets, Blessing of the Gods, Enervating Pistol +3, Emerald of Dexterity, Thieves' Tools, Blessing of Alkenstar, Blessing of Alkenstar 2, Lucky Rifle +2, Quartermaster, Surgeon, Enervating Pistol +3 2, Lucky Rifle +2 2
Recharged: Old Salt,
Discard Pile: Blessing of Calistria, Blessing of Erastil, Sacred Killer, Merrill Pegsworthy, Wand of Flame, Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
RotR
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 16
When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
Discard Celeste Blessing of the Spellbound
Recharge Black Arrow Ranger
Attempt to defeat Dexterity 16:2d10 + 3 + 1d6 + 1 ⇒ (5, 5) + 3 + (3) + 1 = 17 Success!
RotR
Monster 5
Traits:
Outsider
To Defeat:
Combat 20
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.
RotR
Monster 6
Traits:
Yeti
To Defeat:
Combat 18
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
Reveal Alkenstar pistol
Attempt to defeat Combat 18:1d10 + 5 + 1d6 + 6 ⇒ (3) + 5 + (3) + 6 = 17 Failed!
Use product re-roll on 1d10
Product re-roll:1d10 ⇒ 8 Gives new total of 22. Success!
Pistol Recovery 1-2:1d12 ⇒ 7 Pistol remains in hand
End of Turn:
Reset hand
Summary Acquired: None
Banished: Shining Child, Abominable Snowman
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Displayed: Deck: 17 Discard: 4 Buried: 0
Current Location: Bow
Hero Points: 5/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Alkenstar 2, Lucky Rifle +2 2, Shock Bullets, Poisoned Bullets, Emerald of Dexterity, Adamantine Bullets, Lucky Rifle +2, Enervating Pistol +3 2, Quartermaster, Blessing of Alkenstar, Clockwork Owl, Blessing of Abadar, Thieves' Tools, Surgeon, Blessing of the Gods, Enervating Pistol +3
Recharged: Old Salt,
Discard Pile: Blessing of Calistria, Blessing of Erastil, Sacred Killer, Merrill Pegsworthy, Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
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.
Recharge Old Salt
Attempt to acquire Strength 6:1d4 + 6 ⇒ (4) + 6 = 10 Acquired!
Discard Sacred Killer to explore again
Bow Card 2: 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.
Displayed: Deck: 18 Discard: 3 Buried: 0
Current Location: Bow
Hero Points: 5/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Surgeon, Lucky Rifle +2, Adamantine Bullets, Blessing of Alkenstar, Blessing of Abadar, Enervating Pistol +3, Blessing of Alkenstar 2, Clockwork Owl, Quartermaster, Poisoned Bullets, Blessing of the Gods, Thieves' Tools, Enervating Pistol +3 2, Lucky Rifle +2 2, Emerald of Dexterity, Shock Bullets, Black Arrow Ranger
Recharged: Old Salt,
Discard Pile: Blessing of Calistria, Blessing of Erastil, Sacred Killer, Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
RotR
Ally 5
Traits:
Half-Orc
Rogue
To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
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.
Displayed: Deck: 17 Discard: 2 Buried: 0
Current Location: Bow
Hero Points: 5/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Shock Bullets, Adamantine Bullets, Poisoned Bullets, Blessing of Alkenstar 2, Lucky Rifle +2 2, Lucky Rifle +2, Surgeon, Clockwork Owl, Emerald of Dexterity, Quartermaster, Enervating Pistol +3 2, Blessing of the Gods, Blessing of Abadar, Blessing of Alkenstar, Enervating Pistol +3, Thieves' Tools
Recharged: Black Arrow Ranger,
Discard Pile: Blessing of Calistria, Blessing of Erastil, Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
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.
SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Discard Blessing of Alkenstar
Attempt to defeat Perception 14:1d8 + 4 + 1d12 ⇒ (4) + 4 + (12) = 20 Defeated!
Recharge Blessing of Alkenstar
End of Turn:
Reset hand
Summary Acquired: Wand of Flame
Banished: Crawling Cyclops Hand
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Displayed: Deck: 16 Discard: 1 Buried: 0
Current Location: Bow
Hero Points: 5/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of the Gods, Emerald of Dexterity, Surgeon, Shock Bullets, Adamantine Bullets, Enervating Pistol +3, Blessing of Abadar, Enervating Pistol +3 2, Clockwork Owl, Poisoned Bullets, Quartermaster, Blessing of Alkenstar 2, Thieves' Tools, Lucky Rifle +2 2, Lucky Rifle +2
Recharged: Blessing of Alkenstar,
Discard Pile: Blessing of Calistria, Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
Displayed: Deck: 16 Discard: 0 Buried: 0
Current Location: Bow
Hero Points: 5/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Surgeon, Lucky Rifle +2, Blessing of Alkenstar 2, Poisoned Bullets, Shock Bullets, Quartermaster, Clockwork Owl, Enervating Pistol +3 2, Blessing of the Gods, Adamantine Bullets, Thieves' Tools, Blessing of Erastil, Lucky Rifle +2 2, Enervating Pistol +3, Emerald of Dexterity, Blessing of Abadar
Recharged: Discard Pile: Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
Start of turn:
Display Poisoned Bullets.
Explore location.
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.
Discard Blessing of Abadar
Attempt to acquire Constitution 7:2d6 ⇒ (3, 3) = 6 Failed!
Recharge Surgeon to recharge Clockwork Owl
End of Turn:
Reset Hand
Summary Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: Adamantine Bullets, Poisoned Bullets
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
Start of Turn:
Display Adamantine Bullets
Explore location.
Sea Fort Card 1: 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.
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.
No chance to make that roll.
End of Turn:
Reset Hand
Summary Acquired: Blessing of Milani
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: Adamantine Bullets
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Displayed:Adamantine Bullets,
Deck: 10 Discard: 7 Buried: 1
Current Location: Sea Fort
Hero Points: 5/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Shock Bullets, Enervating Pistol +3, Blessing of Alkenstar, Enervating Pistol +3 2, Old Salt, Quartermaster, Black Arrow Ranger, Blessing of the Gods, Blessing of Alkenstar 2
Recharged: Emerald of Dexterity,
Discard Pile: Barefoot Samms Toppin, Blessing of Calistria, Lucky Rifle +2 2, Clockwork Owl, Blessing of Erastil, Thorn Bow, Blessing of Milani, Buried Pile: Lucky Rifle +2,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
Start of Turn:
Display Adamantine Bullets
Explore location.
Sea Fort Card 1: 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.
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.
No chance to make that roll.
End of Turn:
Reset Hand
Summary Acquired: Blessing of Milani
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: Adamantine Bullets
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Displayed:Adamantine Bullets,
Deck: 10 Discard: 7 Buried: 1
Current Location: Sea Fort
Hero Points: 5/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Shock Bullets, Enervating Pistol +3, Blessing of Alkenstar, Enervating Pistol +3 2, Old Salt, Quartermaster, Black Arrow Ranger, Blessing of the Gods, Blessing of Alkenstar 2
Recharged: Emerald of Dexterity,
Discard Pile: Barefoot Samms Toppin, Blessing of Calistria, Lucky Rifle +2 2, Clockwork Owl, Blessing of Erastil, Thorn Bow, Blessing of Milani, Buried Pile: Lucky Rifle +2,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
None
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged
Survival 12
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 2. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to evade the bane and put it on top of its location deck.
If proficient with weapons, put this card on top of your deck to add 1d4+1 to a combat check by a character at another location.
Discard Clockwork Owl to succeed at Survival Check to acquire
Discard Blessing of Erastil to explore again
Sea Fort Card 2: Stag:
None
Ally 5
Traits:
Animal
Mount
To Acquire:
Wisdom
Survival 9
At the start or end of your turn, discard this card to move; add 1d6 to any check required to move.
Discard this card to explore your location. During this exploration, add 1d8 to your Acrobatics and Perception checks.
Recharge Emerald of Dexterity
Attempt to acquire Wisdom 9:1d10 + 1 ⇒ (6) + 1 = 7 Failed
End of turn:
Reset Hand
Summary Acquired: Thorn Bow
Banished: None
Examined: Stag
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Displayed: Deck: 12 Discard: 5 Buried: 1
Current Location: Sea Fort
Hero Points: 5/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Shock Bullets, Enervating Pistol +3 2, Enervating Pistol +3, Old Salt, Poisoned Bullets, Surgeon, Blessing of the Gods, Blessing of Alkenstar, Blessing of Alkenstar 2, Quartermaster, Black Arrow Ranger
Recharged: Emerald of Dexterity,
Discard Pile: Barefoot Samms Toppin, Blessing of Calistria, Lucky Rifle +2 2, Clockwork Owl, Blessing of Erastil, Buried Pile: Lucky Rifle +2,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
Start of Turn:
Display Poisoned Bullets.
Explore location.
Murder Hole Card 1: 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.
Discard Blessing of Alkenstar
Attempt to Acquire Charisma 8:1d6 + 1d10 ⇒ (4) + (4) = 8 Acquired!
Recharge Blessing of Alkenstar
Recharge Surgeon to Recharge Blessing of the Gods
Discard Barefoot Samms Toppin to explore again.
Murder Hole Card 2: 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.
Guard Check from Ukujas turn:
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
Ruffian:
SS-B, SS-C henchman (monster)
HumanPirateVeteran
Check to defeat
Combat
7
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Lucky Rifle +2
Attempt to defeat Combat 13:1d10 + 5 + 1d12 + 2 ⇒ (4) + 5 + (9) + 2 = 20 Defeated
No items in Discard pile to Bury
Buccaneer:
SS-B, SS-C henchman (monster)
HumanPirateVeteran
Check to defeat
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Lucky Rifle +2
Attempt to defeat Combat 14:1d10 + 5 + 1d12 + 2 ⇒ (3) + 5 + (3) + 2 = 13
Product Re-Roll on the 1d12
Product Re-Roll on the 1d12:1d12 ⇒ 5 Results in 15 Success!
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
Displayed: Deck: 19 Discard: 0 Buried: 0
Current Location: Murder Hole
Hero Points: 6/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Old Salt, Navigator Musket +1, Shock Bullets, Enervating Pistol +3, Sniper's Studded Leather, Enervating Pistol +3 2, Emerald of Dexterity, Returning Frost Spear +2, Blessing of Abadar, Flaming Icy Axe +1, Blessing of Alkenstar 2, Black Arrow Ranger, Alkenstar Pistol, Quartermaster, Thieves' Tools, Clockwork Owl, Adamantine Bullets, Blessing of Erastil, Alchemical Glue
Recharged: Discard Pile: Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
[X] You may bury a weapon or an item (☐ or any boon) to recharge a card that has the Firearm trait from your discard pile.
BYA from Celeste turn:
Enervating pistol shuffled
Safety Bubble 1d4:1d4 ⇒ 3 3 damage prevented.
No damage taken.
Start of Turn:
Move to Hall of Champions
Explore location
Hall of Champions Card 1: 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.
Displayed:Shock Bullets, Adamantine Bullets,
Deck: 8 Discard: 5 Buried: 4
Current Location: Hall of Champions
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Returning Frost Spear +2, Clockwork Owl, Blessing of the Gods, Blessing of Alkenstar, Poisoned Bullets, Surgeon
Recharged: Enervating Pistol +3, Old Salt,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Black Arrow Ranger, Blessing of Calistria, Buried Pile: Alchemical Glue, Lucky Rifle +2 2, Quartermaster, Alkenstar Pistol,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Start of Turn:
Display Adamantine Bullets
Move to Ghol-Gan Ruins
Explore location
Ghol-Gan Ruins Card 1: 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.
Use Ukujas Blessing of Chaldira
Attempt to defeat Perception 12:2d8 + 3 ⇒ (7, 3) + 3 = 13 Success!
Success action: Examine top card of location deck, Ghol-Gan Ruins Card 2:
Brineborn Giant
Leave card at top of location deck
End of turn:
Reset hand
Summary Acquired: None
Banished: Lookout Duty
Examined: Brineborn Giant
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Ukujas Blessing of Chaldira
Actions needed by other Player(s): None
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
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.
Attempt to acquire Int 7:1d8 + 2 ⇒ (4) + 2 = 6 Failed
Discard Blessing of Calistria to explore again
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.
Discard Blessing of the Gods
Attempt to close Ranged 10:2d10 + 5 ⇒ (1, 3) + 5 = 9
Use Hero point to reroll
2nd Attempt to close Ranged 10:2d10 + 5 ⇒ (10, 6) + 5 = 21 Location Closed
Recharge Blessing of the Gods
End of Turn:
reset Hand
Summary Acquired: None
Banished: Brineborn Giant
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Displayed:Shock Bullets,
Deck: 11 Discard: 5 Buried: 2
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Emerald of Dexterity, Quartermaster, Blessing of Alkenstar, Blessing of Alkenstar 2, Enervating Pistol +3, Clockwork Owl, Returning Frost Spear +2, Surgeon
Recharged: Poisoned Bullets, Alkenstar Pistol, Blessing of the Gods,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Black Arrow Ranger, Blessing of Calistria, Buried Pile: Alchemical Glue, Lucky Rifle +2 2,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Great Stone Bridge Card 1: Returning Frost Spear +2:
RotR
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.
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.
Reveal Alkenstar Pistol
1st Attempt to defeat Combat 18:1d10 + 5 + 1d6 + 5 ⇒ (7) + 5 + (6) + 5 = 23 Success!
Pistol recovery roll 1-2:1d12 ⇒ 4 Pistol remains in hand
Displayed:Shock Bullets, Poisoned Bullets,
Deck: 11 Discard: 4 Buried: 2
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Enervating Pistol +3, Old Salt, Clockwork Owl, Quartermaster, Navigator Musket +1, Blessing of Alkenstar 2, Surgeon, Emerald of Dexterity, Enervating Pistol +3 2, Blessing of Alkenstar
Recharged: Returning Frost Spear +2,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Black Arrow Ranger, Buried Pile: Alchemical Glue, Lucky Rifle +2 2,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Great Stone Bridge Card 1: 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.
Recharge Old Salt
Attempt to defeat Perception 14:1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15 Success!
End of Turn:
Reset Hand
Summary Acquired: None
Banished: Crawling Cyclops Hand
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Displayed:Shock Bullets, Poisoned Bullets,
Deck: 12 Discard: 3 Buried: 1
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Surgeon, Enervating Pistol +3 2, Blessing of Alkenstar, Blessing of the Gods, Clockwork Owl, Enervating Pistol +3, Navigator Musket +1, Blessing of Calistria, Quartermaster, Blessing of Alkenstar 2, Emerald of Dexterity
Recharged: Old Salt,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Buried Pile: Alchemical Glue,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Start of Turn:
Display Shock Bullets and Poison Bullets
Explore location
Great Stone Bridge Card 1: 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.
Displayed:Shock Bullets, Poisoned Bullets,
Deck: 12 Discard: 3 Buried: 1
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Quartermaster, Blessing of Alkenstar, Enervating Pistol +3, Navigator Musket +1, Black Arrow Ranger, Clockwork Owl, Blessing of Alkenstar 2, Surgeon, Blessing of Calistria, Emerald of Dexterity, Blessing of the Gods, Enervating Pistol +3 2
Recharged: Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Buried Pile: Alchemical Glue,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Update from previous post
Product Re-roll on D12 from Undefeated Effects
Product reroll:1d12 ⇒ 10 Result means only one card is Banished
Banish Alchemical Glue only
Displayed: Deck: 14 Discard: 3 Buried: 1
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Navigator Musket +1, Clockwork Owl, Old Salt, Blessing of Alkenstar 2, Black Arrow Ranger, Blessing of Calistria, Enervating Pistol +3 2, Blessing of the Gods, Quartermaster, Adamantine Bullets, Emerald of Dexterity, Enervating Pistol +3
Recharged: Surgeon, Blessing of Alkenstar,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Buried Pile: Alchemical Glue,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Reveal Alkenstar Pistol
Attempt to defeat Combat 19:1d10 + 5 + 1d6 + 6 ⇒ (9) + 5 + (6) + 6 = 26 Defeated!
Alkenstar recovery roll 1-2:1d12 ⇒ 8 Pistol remains in hand
Discard Blessing of Abadar to explore again.
Great Stone Bridge Card 2: 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.
Displayed: Deck: 13 Discard: 5 Buried: 0
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Alkenstar 2, Enervating Pistol +3, Blessing of Calistria, Clockwork Owl, Black Arrow Ranger, Adamantine Bullets, Quartermaster, Old Salt, Enervating Pistol +3 2, Blessing of the Gods, Navigator Musket +1
Recharged: Surgeon, Blessing of Alkenstar,
Discard Pile: Blessing of Abadar, Blessing of Abadar 2, Flaming Icy Axe +1, Alchemical Glue, Lucky Rifle +2 2, Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Start of turn:
Recharge Old Salt
Dexterity 8 check:1d10 + 3 + 6 ⇒ (4) + 3 + 6 = 13 Success!
Move to Great Stone Bridge
Explore Location
Great Stone Bridge Card 1: Flaming Icy Axe +1:
RotR
Weapon 6
Traits:
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge Emerald of Dexterity
Attempt to acquire Strength 11:1d10 + 2d6 ⇒ (7) + (3, 5) = 15 Acquired!
Discard Blessing of Abadar to explore again
Great Stone Bridge Card 2: 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.
Displayed: Deck: 17 Discard: 1 Buried: 0
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Black Arrow Ranger, Shock Bullets, Blessing of Alkenstar 2, Quartermaster, Lucky Rifle +2 2, Thieves' Tools, Clockwork Owl, Navigator Musket +1, Enervating Pistol +3, Blessing of Calistria, Enervating Pistol +3 2, Adamantine Bullets, Poisoned Bullets, Sniper's Studded Leather, Blessing of the Gods
Recharged: Old Salt, Emerald of Dexterity,
Discard Pile: Blessing of Abadar, Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Displayed: Deck: 16 Discard: 0 Buried: 0
Current Location: Great Stone Bridge
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Black Arrow Ranger, Blessing of Alkenstar 2, Lucky Rifle +2 2, Sniper's Studded Leather, Clockwork Owl, Poisoned Bullets, Enervating Pistol +3, Thieves' Tools, Enervating Pistol +3 2, Blessing of the Gods, Blessing of Calistria, Surgeon, Quartermaster, Adamantine Bullets, Shock Bullets, Navigator Musket +1
Recharged: Discard Pile: Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Start of Turn
Move to Fringes of the Eye
Explore location.
Fringes of the Eye 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.
Acquired!
Discard Blessing of the Gods 2 to Explore again
Fringes of the Eye Card 2: Trapped Spellbook:
RotR
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
Discard Blessing of Alkenstar for +d10
Attempt to defeat Int 15:1d8 + 2 + 1d10 ⇒ (5) + 2 + (10) = 17 Defeated!
recharge Blessing of Alkenstar
Random Spells from defeating trap:1d4 ⇒ 3 3 Spells acquired
Spells -> Protect (Spell 2), Rage (Spell 1), and Animate Water (Spell 3)
End of Turn:
Discard Protect and Animate Water
Summary Acquired: Blessing of the Gods, Protect, Rage, Animate Water
Banished: Trapped Spellbook
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Displayed:Adamantine Bullets,
Deck: 13 Discard: 8 Buried: 1
Current Location: Fringes of the Eye
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Clockwork Owl, Black Arrow Ranger, Surgeon, Thieves' Tools, Emerald of Dexterity, Lucky Rifle +2 2, Poisoned Bullets, Sniper's Studded Leather, Old Salt, Old Salt (Loot), Shock Bullets, Quartermaster
Recharged: Blessing of Alkenstar,
Discard Pile: Blessing of Pharasma, Blessing of Alkenstar 2, Blessing of the Gods, Blessing of Abadar, Blessing of Gorum, Blessing of the Gods 2, Protect, Animate Water, Buried Pile: Lucky Rifle +2,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Start of Turn:
Move to Pinnacle Atoll
Explore Location.
Pinnacle Atoll 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.
Displayed:Adamantine Bullets,
Deck: 12 Discard: 5 Buried: 1
Current Location: Pinnacle Atoll
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Poisoned Bullets, Shock Bullets, Old Salt (Loot), Clockwork Owl, Sniper's Studded Leather, Emerald of Dexterity, Black Arrow Ranger, Surgeon, Old Salt, Thieves' Tools, Lucky Rifle +2 2
Recharged: Quartermaster,
Discard Pile: Blessing of Pharasma, Blessing of Alkenstar 2, Blessing of the Gods, Blessing of Abadar, Blessing of Gorum, Buried Pile: Lucky Rifle +2,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
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.
Discard Blessing of the Gods
Attempt to acquire Charisma 7:2d6 ⇒ (5, 1) = 6
Use product re-roll to re-roll the 1.
Product re-roll:1d6 ⇒ 6 New result is a success!
Discard Blessing of Abadar to explore again.
Scar Bay Card 2: Hidden Beast:
RotR
Monster 6
Traits:
Aberration
Sorcerer
Undead
Vampire
To Defeat:
Combat 22
OR Wisdom
Perception 16
The Hidden Beast is immune to the Cold, Mental and Poison traits.
Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait against the Hidden Beast.
Before the encounter, each character at this location must succeed at a Combat 22 check or bury 1d4 random cars from his discard pile.
Summary Acquired: Old Salt
Banished: Hidden Beast
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): succeed at a Combat 22 check or bury 1d4 random cars from his discard pile
Displayed:Adamantine Bullets,
Deck: 12 Discard: 4 Buried: 0
Current Location: Scar Island
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Surgeon, Sniper's Studded Leather, Old Salt, Alkenstar Pistol, Emerald of Dexterity, Thieves' Tools, Shock Bullets, Black Arrow Ranger, Blessing of Alkenstar, Clockwork Owl, Poisoned Bullets
Recharged: Old Salt (Loot),
Discard Pile: Blessing of Pharasma, Blessing of Alkenstar 2, Blessing of the Gods, Blessing of Abadar, Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
From Previous Post
Random ship selection -> Dominator
Start of Turn:
Display Adamantine Bullets
Explore Location
Lonely Island Card 1: 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.
RotR
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
Displayed:Adamantine Bullets,
Deck: 13 Discard: 2 Buried: 0
Current Location: Lonely Island
Hero Points: 6/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Dancing Scimitar +2, Old Salt, Poisoned Bullets, Thieves' Tools, Clockwork Owl, Sniper's Studded Leather, Emerald of Dexterity, Black Arrow Ranger, Alkenstar Pistol, Blessing of Alkenstar, Surgeon, Shock Bullets
Recharged: Quartermaster,
Discard Pile: Blessing of Pharasma, Blessing of Alkenstar 2, Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Displayed: Deck: 14 Discard: 0 Buried: 0
Current Location: Lonely Island
Hero Points: 6/9
Product Re-roll Used: No
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Old Salt, Black Arrow Ranger, Enervating Pistol +3, Emerald of Dexterity, Alkenstar Pistol, Poisoned Bullets, Shock Bullets, Clockwork Owl, Surgeon, Blessing of Alkenstar, Blessing of the Gods, Thieves' Tools, Sniper's Studded Leather, Blessing of Abadar 2
Recharged: Discard Pile: Buried Pile:
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Start of turn:
Move to Lucrehold
Explore location.
Lucrehold Card 1 Cryptic Runes:
None
Henchman 3
Type: Barrier
Traits:
Alchemical
Cache
Trap
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Recharge Thieves Tools
Attempt to defeat Craft 10:1d8 + 2 + 2d8 ⇒ (4) + 2 + (3, 1) = 10 Defeated!
No cards with pirate trait in hand so unable to close location.
Examine top 2 cards of location. Keep them in the same order.
End of Turn:
Reset Hand
Summary Acquired: None
Banished: Cryptic Runes
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
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.
Discard Blessing of the Gods
BYA Perception 14:2d8 + 3 ⇒ (6, 8) + 3 = 17 Success
Displayed: Deck: 8 Discard: 9 Buried: 2
Current Location: Sacred Spring
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Old Salt, Blessing of Alkenstar, Quartermaster, Clockwork Owl, Black Arrow Ranger, Surgeon, Shock Bullets, Blessing of Alkenstar 2
Recharged: Discard Pile: Blessing of Calistria, Blessing of Abadar 2, Flaming Icy Axe +1, Blessing of Abadar, Emerald of Dexterity, Royster McCleagh, Blessing of the Gods 2, Poisoned Bullets, Adamantine Bullets, Buried Pile: Navigator Musket +1, Sniper's Studded Leather,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Start of Turn:
Move to Tempest Cay
Explore location
Tempest Cay Card 1: Necromantic Deathtrap:
RotR
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
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.
Recharge Quartermaster
Attempt to acquire Con 9:1d6 + 1d8 ⇒ (6) + (3) = 9 Acquired!
End of Turn:
Reset Hand
Summary Acquired: Brine Dragonhide Breastplate
Banished: Necromantic Deathtrap
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Start of Turn:
Move to Sacred Spring
Explore location
Sacred Spring Card 1 (Hull Damage): 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.
Recharge Old Salt
Attempt to defeat Craft 12:1d8 + 2 + 5 ⇒ (6) + 2 + 5 = 13 Success!
Location closed
End of Turn:
Reset Hand
Summary Acquired: None
Banished: Hull Damage
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
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.
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
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.
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.
Summary Acquired: Control Weather
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
None
Henchman 3
Type: Barrier
Traits:
Alchemical
Cache
Trap
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Displayed:Adamantine Bullets, Poisoned Bullets,
Deck: 9 Discard: 4 Buried: 1
Current Location: Ghol-Gan Ruins
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Surgeon, Blessing of the Gods, Shock Bullets, Blessing of Alkenstar 2, Old Salt, Dragon Pistol +1, Blessing of Abadar 2
Recharged: Thieves' Tools, Blessing of Alkenstar,
Discard Pile: Blessing of Calistria, Blessing of the Gods 2, Flaming Icy Axe +1, Emerald of Dexterity, Buried Pile: Navigator Musket +1,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
From Last Turn:
Use of Hero point re-rolls all dice and not just the single as done in the turn.
Re-roll Musket damage:2d10 ⇒ (7, 10) = 17
Gives new result of 31. Success!
Iron Golem is defeated!
Recover Poisoned Bullets from Discard to Displayed. Rest of hand remains the same.
Displayed:Adamantine Bullets, Poisoned Bullets,
Deck: 9 Discard: 4 Buried: 1
Current Location: Ghol-Gan Ruins
Hero Points: 6/9
Product Re-roll Used: Yes
NOTES: Available Support: Surgeon is available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Alkenstar 2, Old Salt, Black Arrow Ranger, Dragon Pistol +1, Blessing of the Gods, Blessing of Abadar 2, Shock Bullets
Recharged: Sniper's Studded Leather, Surgeon,
Discard Pile: Blessing of Calistria, Blessing of the Gods 2, Flaming Icy Axe +1, Emerald of Dexterity, Buried Pile: Navigator Musket +1,
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""
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.
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing acquired.
Discard Blessing of the Gods to explore again.
Ghol-Gan Ruins Card 3: Iron Golem:
RotR
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 22
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat
Bury Navigator Musket +1
Attempt to defeat Combat 22:1d10 + 5 + 2d10 + 1 ⇒ (1) + 5 + (4, 3) + 1 = 14
Product re-roll on the 1
Product re-roll:1d10 ⇒ 5 Results in 18. Failed!
Use Hero Point to reroll
Hero Point reroll:1d10 ⇒ 8 results in 21. Failed!
Discard Poisoned Bullets
Recharge Surgeon to recharge Adamantine Bullets
End of Turn:
Reset hand
Summary Acquired: Blessing of the Gods
Banished: Pirate Guard
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Favored Card: Weapon or Spell Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armors, Weapons POWERS:
When you play a card that has the Firearm trait, if you would bury (☐ or discard)(☐ or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. (X You may then recharge a card that has the Firearm trait from your discard pile.)
[X] Add 1d6 ([X] 2d6) to your check to acquire or recharge an item or a weapon.
[X] Treat your character powers that say ""Firearm"" as if they say ""Ammunition or Firearm.""