Duergar Slaver

Olenjack, the Measured's page

355 posts. Alias of Yewstance.


RSS

1 to 50 of 355 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Deck Handler // Searching For: Nothing but the occasional Spell 5!

(Two Months Later)

Money may open doors and build empires; but upon the conclusion of his work with the society Olenjack has found something far less fungible, and yet potentially far more precious. Influence. Influence within the Society in particular allowed him to leverage its considerable connections to smooth over debts that could not be repaid in mere gold, identify key contacts to target for blackmail later, and the ear of more than a couple of Venture-Captains who now are honour-bound to consider Olenjack's wishes with the utmost respect - and secrecy.

Of course, Olenjack leveraged a great deal of financial gain from the events that transpired as well. Whilst his idiot sibling had done little to build their recovering asset portfolio in Olenjack's absence, his own management of the Pathfinder's supplies and his agents among the crew gave him ample opportunity to skim some precious treasures and magical items of remarkable qualities off the 'official' ledgers. As perceptive as the captain and navigator had been; they could not possibly expect to keep track of their full stock of acquired materials after so many shipwrecks, changed plans, planar-jumping and world-threatening encounters.

Not that they were ever given accurate reports detailing all of the treasures and goods acquired during the journey.

With the help of such newly minted resources, Olenjack recovers the fortunes of his ailing business empire, once again extending his web across the rebuilt Absalom. By now all such smuggled goods have been sold for more practical materials and currencies... all but the strange gem he keeps on his person at all times; feeling its inexplicably warm thrum pressed to his chest at all hours of the day. Whatever it's qualities, he feels younger and healthier than he has in decades, despite the suite of injuries and stresses that the trip inflicted upon him.

His only remaining frustration lies with his former compatriots. They had each shown every quality he could have wanted in capable agents of his business, and yet they have been remarkably recalcitrant towards his offers of employment, no matter how generous.

He promised once-Captain Jirelle gold, authority and the deed to a tavern in return for taking up a position to manage a growing arm of his empire across the seas, extending his trading empire to the competitive and cutthroat shipping routes. He knew he could count on her dependability, her experience, and the sharpness of her tongue and blade.

Once-Navigator Agna was always going to be a long shot, so disinterested in the drab world of cities, economies and ledgers. Even so, Olenjack offered her ample opportunities to act as a well-paid enforcer, dropping suggestions that he could acquire some exotic species for her to tame. A whole menagerie, even? He could use her keen eye, strong arm and diverse skillset - and fellow dwarves usually understand the value of patience in his business.

Olenjack made similar offers to once-Naturalist Maznar, though he had a particular interest in retaining his services as a bodyguard and healer. Certainly, Olenjack could afford to be far more brash in his business dealings with certain elements, if the rare face-to-face meeting was made with Maznar at his side. Why, few meeting places are not to your own advantage when the very natural world is your ally.

And once-Engineer Enora. What a stroke of bad luck; her findings from the journey have assured her a place of permanent tenure and great prestige at the Occularium. Olenjack's plans to offer her ample financing and contacts to enable her experimentation and research were dashed at the realization that his Absalomian businesses could likely offer her nothing that Manaket could not. He found it unlikely that she would accept his invitation to manufacture weapons and traps for him, and assist with the construction of magical saferooms, vaults and magical kits to assist with high-risk smuggling activities.

Perhaps some would change their minds sooner rather than later; but wherever their destiny takes them, they'll always have a job waiting for them in Absalom, should they choose it.


Deck Handler // Searching For: Nothing but the occasional Spell 5!

RETCON
Scenario BA (against Villain): Olenjack buries Old Salt from his deck; this can be retconned to a new random card from my deck at the BR's discretion.

Random Ship: 1d22 ⇒ 15

Mistmourn:
Mistmourn
Ship P
Class 5

Check to Defeat
Wisdom
Survival
9
OR
Dexterity
Acrobatics
11

When Encountered
If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding
Reduce Structual damage dealt to this ship by 2.
You may discard a card from the blessings deck to evade a bane.

Dexterity 11 (Steal Soul, Maznar): 1d8 + 4 + 1d4 + 1d4 ⇒ (3) + 4 + (2) + (1) = 10 -> Hm, expend a hero point (now 6), to reroll.
Dexterity 11 (Steal Soul, Maznar): 1d8 + 4 + 1d4 + 1d4 ⇒ (2) + 4 + (4) + (3) = 13 -> Pass.
Mistmourn marked on my Chronicle Sheet.

Plunder: 1d6 ⇒ 4 -> A random Item is stashed... however, Olenjack will use the 1B reward to shuffle a Potion of Healing into his deck instead, if it's allowed. Since I've already reset my hand 'after' this point, I understand if the BR would rather I don't.

Summary...
Olenjack buries Old Salt from his deck (or another card, BR's discretion).
Olenjack spent a Hero Point.
Olenjack shuffles Potion of Healing into his deck (or stashes an Item, BR's discretion).
No other changes.

=============================

OFF-TURN:

Olenjack recharges The Viper to exchange Rotgut in his hand with Forensic Physician from his discards.
Maznar uses Cure on Olenjack, thanks!

Olenjack is healed for 2: (Master of the Gales, Robe of Items). Deck shuffled.

Olenjack wrote:

Hand: Razorglass Knife, Venomous Heavy Crossbow +2, Forensic Physician, Ederleigh Baines, Wayfarer, Old Salt (2), Blessing of the Savored Sting,

Displayed: Steal Soul, Wyvern Poison (Core),
Deck: 5 Discard: 7 Buried: 9
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 6
"NOTES:
Available Support: Blessing of the Savored Sting - Discard to add the highest result of 1d4/1d6/1d8/1d10 to any check
Olenjack is happy to Avenge, particularly encounters with barriers.
Movement: Move with Maznar"


Deck Handler // Searching For: Nothing but the occasional Spell 5!

Well I accidentally deleted my post. Really quickly editing back in what I can before the window to edit expires (which would potentially change the rolls that affected my hand reset?).

Well, to summarize everything...
BA: Banish Musket +2.
Maznar uses Control Weather. Enora uses Staff of Weather.
I display an ally, recharge Steel Ibis Lamellar, have Steal Soul, Arcane Cannonade and Maznar assist me.

Combat 45: 1d8 + 4 + 1d12 + 2 + 2d4 + 2d6 + 4d8 + 2 ⇒ (2) + 4 + (5) + 2 + (1, 1) + (5, 3) + (2, 3, 7, 3) + 2 = 40 -> Olenjack buries Lucky Rifle +2 to add another 1d12 ⇒ 5. Pass.
Akinaru + 5D reward causes Olenjack to bury Albatross and recharge Old Salt from the top of his deck.
Akinaru is defeated and escapes.

From closing the location, Olenjack buried 3 (Embalming Fluid, Compass, Blessing of the Gods (2)) cards and drew 3 new ones.
Theater of Corruption dice rolls: 2d4 ⇒ (3, 3) = 6

Olenjack wrote:

Hand: Razorglass Knife, Venomous Heavy Crossbow +2, Rotgut, Ederleigh Baines, Wayfarer, The Viper, Old Salt (2), Blessing of the Savored Sting,

Displayed: Steal Soul, Wyvern Poison (Core),
Deck: 3 Discard: 9 Buried: 8
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 7
NOTES:
Available Support: Blessing of the Savored Sting - Discard to add the highest result of 1d4/1d6/1d8/1d10 to any check
Olenjack is happy to Avenge, particularly encounters with barriers.
Movement: Move with Maznar
Other: I can heal myself with The Viper and Forensic Physician as needed, so don't worry about me! Plus, all these allies in hand let me add a ton to my checks if needed, or evade my encounters.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Delve
Recharged: Steel Ibis Lamellar, Old Salt,
Discard Pile: Master of the Gales, Forensic Physician, Blessing of the Gods, Blessing of Wadjet, Blessing of Anubis, Blessing of Kofusachi, Joseph 'Jack' Scrimshaw, Robe of Items, Wayfinder,
Buried Pile: Coral Capuchin, Blessing of Achaekek, Blasting Pistol +2, Lucky Rifle +2, Embalming Fluid, Compass, Blessing of the Gods (2), Albatross,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

ADDITIONAL REWARDS:

Spoiler:

5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"


Deck Handler // Searching For: Nothing but the occasional Spell 5!

Olenjack starts his turn.
Blessing of Norgorber discarded from the blessings deck.

Start of Turn (Scenario): Olenjack makes a Charisma 12 check...
Charisma 12 (Maznar, Steal Soul): 1d10 + 3 + 1d4 + 1d4 ⇒ (7) + 3 + (2) + (1) = 13 -> Pass.

Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Wyvern Poison (Core) from his deck and discards. At least one was from his deck, so his deck is shuffled.
Olenjack recharges The Viper to exchange Wyvern Poison (Core) in his hand with Robe of Items from his discards.

Olenjack stays at the Pinnacle Atoll, then takes his free exploration.

Pinnacle Atoll Card 1 - Blessing of the Gods: Blessing of the Gods:

Blessing B
Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Automatically Acquired.

Olenjack discards Joseph 'Jack' Scrimshaw to explore again.

Pinnacle Atoll Card 2: Sabotage:

Barrier 5
Traits
Task
Fire

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Disable 12 (Maznar, Steal Soul): 1d8 + 5 + 1d4 + 1d4 ⇒ (4) + 5 + (3) + (2) = 14 -> Pass.
Defeated.

Olenjack sees visions of cannon shells tearing the wood of the vessel asunder; fire alight from its sails, but he closes his eyes, grips the very much un-burnt railing, and quells the visions from his mind. If he doesn't let the intrusive thoughts - perhaps sent by Akinaru - direct his thinking, they won't affect this dreamscape. Or so he hopes. Sure enough, when he opens his eyes again, his mind simply reciting various minor details about Absalom import tax law and enforcement methodology, the ship remains unharmed, and the crew nonplussed.

Olenjack shakes his head, drawing out the wayfinder the society outfitted him with, staring at it curiously. He knew the thing would be useless in this blasted realm, and yet... it points to a single location. It cannot be 'north' - such a concept wouldn't even exist in this realm - and yet there's a certain, undeniable draw that gazing at the direction it prescribes evokes. Eventually, whilst trying to keep his mental bearings in this ethereal plane, he convinces Captain Jirelle to adjust course to the point described by the wayfinder.

Surprisingly, she agrees, perhaps feeling that same draw upon gazing at it.

Olenjack recharges Wayfinder to move with everyone to the Theater of Corruption, then examine the top 2 cards of his location...

Theater of Corruption Card 1: Shark-Eating Crab:

Monster 4
Traits
Animal
Aquatic

Check
Combat
18

Powers
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.

Theater of Corruption Card 2: Musket +2:

Weapon 3
Traits
Firearm
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
Craft
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Olenjack discards Compass to explore again.

Theater of Corruption Card 1: Shark-Eating Crab:

Monster 4
Traits
Animal
Aquatic

Check
Combat
18

Powers
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.

Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
Combat/Dexterity 18 (Embalming Fluid, Maznar, Steal Soul, Arcane Cannonade): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d4 + 1d6 ⇒ (2) + 4 + (7) + 2 + 2 + (4) + (3) + (1) = 25 -> Pass; Shark-Eating Crab forces a reroll.
Combat/Dexterity 18 (Embalming Fluid, Maznar, Steal Soul, Arcane Cannonade): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d4 + 1d6 ⇒ (3) + 4 + (2) + 2 + 2 + (3) + (2) + (1) = 19 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Old Salt from his deck.
Defeated.

For passing a combat check that has the Poison trait, Olenjack explores his location.

Theater of Corruption Card 2: Musket +2:

Weapon 3
Traits
Firearm
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
Craft
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Dexterity 11 (Maznar, Steal Soul): 1d8 + 4 + 1d4 + 1d4 ⇒ (5) + 4 + (4) + (3) = 16 -> Pass.
Acquired.

A vast, monstrous crab is woven out of dreamstuff from nowhere as the ship travels into strange waters - clambering its hull. An unfamiliar musket appears in Olenjack's hands, more oddities of the realm, and he fires it at the armored thing; driving it back into the water.

Olenjack examines the strange weapon now it's in his hands. When there's a chance, he'll need Enora to explain to him how this dreamscape works...

Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Wyvern Poison (Core) from his discards. At least one was from his deck, so his deck is shuffled.

Olenjack discards Wayfinder to examine the top card of his location...

Theater of Corruption Card 3: Baby Triceratops:

Ally 6
Traits
Animal

Check
Wisdom
Survival
13

Powers
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

Hard to acquire, and very costly to use; no thanks. Olenjack shuffles the location, then explores with the Wayfinder's power.
Card #: 1d7 + 2 ⇒ (7) + 2 = 9
Theater of Corruption Card 9: Voidlord Akinaru:

Villain Monster 6
Traits
Giant
Outsider

Check
Combat
35
THEN
Combat
45

Powers
This monster is immune to the Cold trait.
When encountered, a random other open location cannot be temporarily closed.
Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

Oh... okay.
Olenjack can use his power to evade (or, better yet, Enora could use Evocation Staff to let me evade and move the villain to the top of the location), but defeating the villain here lets us close an awkward location.
If Olenjack fought it, he'd banish Musket +2, and take one of the two combat checks. My combat check would involve...
Lucky Rifle (effectively 1d8+4+2d12+2), Steal Soul+Arcane Cannonade+Maznar (+2d4+1d6), Wyvern Poison (+1d12), display 1 ally (+2), Steel Ibis Lamellar (+1d6).

That check can be further enhanced in a few ways, but as a baseline that gives me 3d12+1d8+2d6+2d4+8, which is an average of 44; a 91% of at least 35 and a 47% of at least 45.

Further enhancements include...
Staff of Weather (instead of Wyvern Poison) for +2d8 instead of +1d12.
A blessing for another +1d8 (Blessing of Maat is almost as good).
Control Weather for another +2d8.
Hero Point reroll (also the Paizo reroll, but I won't calculate that).
With all of that together, that gives me 2d12+6d8+2d6+2d4+8 + a reroll, which gives me the following odds after calculating the reroll value; 99.99% of at least 35 and 99.99% of at least 45.

So depending on how many resources we want to spend, Olenjack can take one or both rolls (preferably only one!) to get a location closure now, or I can evade the villain.

TURN PAUSED.

The dreamscape suddenly becomes... brighter, dizzingly so, as if the sun itself had set upon the ocean's surface nearby. Olenjack covers his eyes from the blinding light, but his hands and eyelids seem to provide so little resistance from the burning force - until all at once it flicks off like a doused flame, leaving behind a horrid, dark, cold void-like tear in the sea at its passing.

Amidst the odd spaceless space within the dreamscape, a ship floats; aboard it, a familiar, giant oni, watching with an inscrutable gaze at the approaching Feathered Dragon. Had Olenjack's wayfinder guided him to Akinaru's hiding place in this realm?

"

Olenjack wrote:

Hand: Steel Ibis Lamellar, Embalming Fluid, Ederleigh Baines, Wyvern Poison (Core), Razorglass Knife, Lucky Rifle +2, Musket +2, Compass, Blessing of the Gods (2),

Displayed: Steal Soul,
Deck: 9 Discard: 9 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 7
NOTES:
Movement: Move with Maznar
Other: TURN PAUSED - see my turn for my analysis. Looking for team agreement on how to proceed here!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Rotgut, Blessing of the Savored Sting, Albatross, Old Salt (2), The Viper, Delve, Wayfarer, Old Salt, Venomous Heavy Crossbow +2
Recharged:
Discard Pile: Master of the Gales, Forensic Physician, Blessing of the Gods, Blessing of Wadjet, Blessing of Anubis, Blessing of Kofusachi, Joseph 'Jack' Scrimshaw, Robe of Items, Wayfinder,
Buried Pile: Coral Capuchin, Blessing of Achaekek, Blasting Pistol +2,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

ADDITIONAL REWARDS:

Spoiler:

5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"


Deck Handler // Searching For: Nothing but the occasional Spell 5!

OFF-TURN:
On Agna's turn; Olenjack displays Steal Soul!
Jirelle gives Blessing of Anubis to Olenjack (thank you!), and Olenjack recharges The Viper to exchange Blessing of Anubis for Blessing of Kofusachi in my discards.
Olennjack takes 1d4 - 1 ⇒ (2) - 1 = 1 Ranged Combat damage, and reveals Steel Ibis Lamellar to ignore it, as usual.

Olenjack does not use the 1B reward; I've got tons of cards in my deck and will avoid muddying it with weaker boons.

========================

Olenjack starts his turn.
Blessing of Abadar discarded from the blessings deck.

Start of Turn (Scenario): Olenjack makes a Charisma 12 check...
Charisma 12 (Maznar, Steal Soul): 1d10 + 3 + 1d4 + 1d4 ⇒ (2) + 3 + (1) + (3) = 9 -> Not like I'm going to need them; Olenjack expends a Hero Point (now 7) to reroll.
Charisma 12 (Maznar, Steal Soul): 1d10 + 3 + 1d4 + 1d4 ⇒ (3) + 3 + (4) + (1) = 11 -> Oh well, fail. Few of the consequences would be worse than spending a Blessing of Maat.
Fail Effect: 1d6 ⇒ 2 -> (2) Olenjack randomly takes Besmaran Priest from his hand, and shuffles it into another character's deck.

Even as the fog retreats, it seems like some members of the crew remain spirited away... or were they merely below decks? Even the mere concept of object permanence is a struggle in this dreamlike realm, at least for Olenjack.

Olenjack discards Blessing of Kofusachi to search and draw Razorglass Knife from his deck.
Deck shuffled.

I do have an evasion power, I suppose.
Olenjack moves with everyone to the Pinnacle Atoll and takes his free exploration.

Pinnacle Atoll Card 1: Crawling Cyclops Hands:

Barrier 4
Traits
Skirmish
Undead

Check
Wisdom
Perception
14
OR
Divine
10

Powers
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.

Olenjack recharges Old Salt to add 7. Autopass the Divine check (3d4+7).
Defeated.

Hands, hands - giant hands crawling across the ship! They appear from nowhere; twisted from nightmare! Olenjack kicks and curses at the foul, monstrous things, the crew following suit and kicking and shooting them off the ship,.

Olenjack discards Compass to explore again.

Pinnacle Atoll Card 2: Will-O'-Wisp:

Monster 3
Traits
Aberration

Check
Combat
16
OR
Wisdom
14

Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

BA: Wisdom 10 (Steal Soul, Maznar): 1d6 + 2d4 ⇒ (3) + (3, 2) = 8 -> Fail, Olenjack recharges 1d4 ⇒ 2 cards from his hand; recharging Rotgut, then Albatross.
Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
Combat/Dexterity 16 (Embalming Fluid, Maznar, Steal Soul, Arcane Cannonade): 1d8 + 4 + 2d4 + 2 + 2 + 1d4 + 1d4 + 1d6 ⇒ (4) + 4 + (3, 2) + 2 + 2 + (3) + (4) + (1) = 25 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
Since the worst cards in my deck are at the bottom, I'll actually take the check to avoid the "recharge from the top of my deck" consequence. Olenjack autopasses the Disable 7 check (1d8+5+2d4).

Defeated.

Light. Odd lights. Energizing yet enervating at once - balls of blinding light, yet paradoxically dark and cold. Olenjack is sick of the foul trickery of the realm, and he flings a throwing knife at one - the enchantment leading the weapon better than Olenjack's arm ever could, and impacting the centre of one. The wisp shatters like glass, its light blinking from the realm - its many fellows (or reflections?) following suit on their own accord, like a line of candles extinguished at once by a sudden gust of wind.

For passing a combat check that has the Poison trait, Olenjack explores his location.

Pinnacle Atoll Card 3: Treasure Hunt:

Barrier C
Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

Olenjack displays the ally Ederleigh Baines to his power to add 2 to his check.
Intelligence 14 (Maznar, Steal Soul, Olenjack): 1d8 + 2d4 + 2 ⇒ (2) + (1, 2) + 2 = 7 -> Fail.
Each other character may attempt to defeat Treasure Hunt. Hopefully at least one passes so that the Treasure Hunt is banished, but I'm ending my turn here anyway.

The dreamscape shifts again, as it seems Akinaru now seeks to waylay the crew with other tricks - islands of gold, jewels, fine cloth and finer silver grow from the seas nearby, and some of the crew, addled from the mind-altering affects of the realm, insist that the ship is turned around to take advantage of the fortune. Olenjack swears at their idiocy, shouting them to a standstill as Jirelle stays the ship's course.

Olenjack ends his turn.
Olenjack resets his hand; first returning all allies displayed to his power back to it.

Olenjack wrote:

Hand: Joseph 'Jack' Scrimshaw, Steel Ibis Lamellar, Embalming Fluid, Robe of Items, Ederleigh Baines, Razorglass Knife, Lucky Rifle +2, The Viper,

Displayed: Steal Soul,
Deck: 10 Discard: 7 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 7
NOTES:
Available Support: Compass/Wayfinder (via Robe of Items) - Olenjack can move to a location and examine its top 1/2 cards if needed
I can avenge an encounter with a barrier if needed, and discard up to 2 cards to Structural Damage as needed.
Movement: Move with Maznar
Other: Finally, my Robe of Items - and The Viper to boot! I'm looking forward to my next turn.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfinder, Delve, Old Salt (2), Blessing of the Savored Sting, Wyvern Poison (Core), Wayfarer, Venomous Heavy Crossbow +2
Recharged: Old Salt, Rotgut, Albatross,
Discard Pile: Compass, Master of the Gales, Forensic Physician, Blessing of the Gods, Blessing of Wadjet, Blessing of Anubis, Blessing of Kofusachi,
Buried Pile: Coral Capuchin, Blessing of Achaekek, Blasting Pistol +2,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

ADDITIONAL REWARDS:

Spoiler:

5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"

Each character must attempt to defeat Treasure Hunt; hopefully at least Enora passes.
Note that the 1B reward from Jirelle's turn has yet to be claimed or rejected by all characters.
Besmaran Priest may be shuffled into any characters deck. If nobody offers, then it's put into Olenjack's discards instead.


Deck Handler // Searching For: Nothing but the occasional Spell 5!

Olenjack starts his turn.
Blessing of Asmodeus discarded from the blessings deck.

Start of Turn (Scenario): Olenjack makes a Charisma 12 check...
Charisma 12 (Maznar): 1d10 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 -> Pass.
Fail Effect: 1d6 ⇒ 5 -> (5) Olenjack takes 1 Mental damage, and discards Wayfinder to damage.

Hm. My hand has some major shortfalls... Olenjack uses his borrowed Paizo Playmat power to discard Wyvern Poison (Core) and draw Coral Capuchin.
...Ugh.

Olenjack discards Blessing of Kofusachi to search and draw Razorglass Knife from his deck.
Deck shuffled.

Kind of painful, because I'd much rather search out Robe of Items, which in turn could get my my repeatable Embalming Fluid poison as well as Wayfinder and Immortal Dreamstone, then I could use The Viper in my hand to re-use Robe of Items for a kickass turn... But no matter how amazing Robe of Items is as a card, I can't safely take a turn when I don't even have a weapon.

Well, a weapon to take care of an encountered henchman, but without any poison (and not really looking to bury cards from my discard to feed my knife yet), I'll leave the monster-heavy locations to others, and head over to find boons whilst I've got my Blessing of Wadjet.

The odd dreamscape twists and shudders around them - Olenjack feels... unfocused and odd; his mind not accustomed to its odd abstractions and his tenuous, ethereal connection to it. And yet he knows that it was right for him to be here.

...Now where did such a strangely altruistic thought come from?

Olenjack moves with everyone to the Raker Shoals and takes his free exploration.

Raker Shoals Card 1: Obscure:

Spell 1
Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Intelligence 6 (Maznar, Blessing of Wadjet): 1d8 + 1d4 + 1d4 ⇒ (1) + (1) + (2) = 4 -> Fail, really? Ouch.
Banished.

The mass of colours and sensations blend with the memories of the crew - of storms and reefs and shoals, as the scenery turns into a nightmarish, frightening battle for survival. Olenjack feels like he's falling into a pit; darkness capturing him - he cries out for the captain. He cannot see! He cannot see!

Olenjack discards Wayfarer to explore his location, adding 2d6 to all checks during this exploration.

Raker Shoals Card 2: Social Niceties:

Barrier 5
Traits
Task

Check
Charisma
Diplomacy
14

Powers
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Well this is making me wish I had the Obscure card in hand to junk for an ally.
Diplomacy 14 (Maznar, Wayfarer): 1d10 + 5 + 1d4 + 2d6 ⇒ (1) + 5 + (2) + (3, 5) = 16 -> Wow, thank goodness for Wayfarer - the 2d6 added as much as the 1d10+1d4+5 did! Low, low rolls today, it seems. Pass.
Defeated; Olenjack buries Coral Capuchin to draw...
Random Ally 2: Joseph 'Jack' Scrimshaw:

Ally C
Traits
Human
Pirate

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Until all at once he's in a brightly-lit ballroom, a half-remembered tune played by an absent orchestra. The people around him speak, and he naturally finds himself smiling and returning the flatteries and niceties of high society. He blinks, recognizing one of his crew members wander across the room. He calls out his name - "Scrimshaw-!" - but when the man turns around Olenjack finds himself staring into the face of a hideous aquatic creature transposed onto the face of his familiar subordinate.

Olenjack discards Joseph 'Jack' Scrimshaw to explore again.

Raker Shoals Card 3: Blessing of the Gods:

Blessing C
Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Automatically Acquired.

Olenjack discards Old Salt (2) to explore again.

Raker Shoals Card 4: Blasting Pistol +2:

Weapon 5
Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic

Check
Dexterity
Ranged
Craft
13

Powers
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.

Dexterity 13 (Maznar, Blessing of Wadjet): 1d8 + 4 + 1d4 + 1d4 ⇒ (3) + 4 + (4) + (4) = 15 -> Pass.
Acquired.

A gun materializes in Olenjack's hand - he lifts it, fingers shaking, wanting to end the horrid thing. The surroundings return to the ship, the storm, the shoals... some sense of 'reality' - or what passes for it - returning to his perception of the dreamscape as Agna shouts something to him. He looks at the pistol in his hand... when did that get there?

Olenjack reveals Forensic Physician to heal himself 1d4 + 1 ⇒ (1) + 1 = 2 cards.
Olenjack is healed for 2: (Old Salt (2), Wayfinder). Deck shuffled.
Forensic Physician is discarded.

Olenjack recharges The Viper to exchange Master of the Gales in his hand with Forensic Physician from his discards.

Olenjack reveals Forensic Physician to heal himself 1d4 + 1 ⇒ (2) + 1 = 3 cards.
Honestly, I'm starting to feel like I'm just getting low rolls this turn.

Olenjack is healed for 3: (Wayfarer, Wyvern Poison (Core), Joseph 'Jack' Scrimshaw). Deck shuffled.
Ugh. It healed my worst cards too - leaving my Blessing of Kofusachi and Master of Gales discarded.

Forensic Physician is discarded.

The ship's surgeon, Rekkish, takes a look at Olenjack, speaking to him. He can't hear the words coming from the Tengu's mouth - is she speaking another language entirely? Rekkish shakes her head, feathers fluttering, saying something to Enora nearby. Olenjack captures bits of their conversation.

"Disconnected from... shared dream... confused and lost.... might settle in time...

Hm. I was trying to finagle a situation where I'd be able to use Blessing of Asmodeus (via Blessing of the Gods) to refill my hand, but I'm not willing to bury my Razorglass Knife to do so and I haven't seen any options to get rid of it, in part because of the lack of monsters. Scratch that plan.

Olenjack discards Blessing of the Gods to explore again.

Raker Shoals Card 5: Fortified Breastplate:

Armor 5
Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
10

Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Constitution 10 (Maznar, Blessing of Wadjet): 1d6 + 1d4 + 1d4 ⇒ (5) + (2) + (1) = 8 -> Fail.
Banished.

Olenjack discards Blessing of Wadjet to examine the top card of his location...

Raker Shoals Card 6: Wereshark Pirate:

Henchman Monster 6
Traits
Lycanthrope
Pirate
Aquatic

Check
Combat
26

Powers
The Wereshark Pirate may not be evaded.
If the top card of the blessings discard deck is not a Basic blessing, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Hm. Okay.
Olenjack explores with the Blessing of Wadjet's power.

BA (Scenario): Olenjack buries Blessing of Achaekek and recharges Old Salt (2) from the top of his deck (5D reward), then summons...
Random Ship: 22 = 22
Filthy Lucre:
Filthy Lucre
Ship 6
Class 7

Check to Defeat
Wisdom
Perception
Survival
13
THEN
Survival
Charisma
Diplomacy
13

When Encountered
If any check to defeat has the Swashbuckling trait, add 2 to it.
When Commanding
Reduce structural damage to this ship by 3.
You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.

Check to Repair
Craft
9

When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Wereshark Pirate.
Reduce Structural damage to this ship by 2.

Check #1: Agna makes a Survival 13 check...
Survival 13 (Agna, Maznar): 1d8 + 5 + 1d4 + 2 + 1d4 ⇒ (8) + 5 + (4) + 2 + (2) = 21 -> Pass.
Check #2: Olenjack makes a Diplomacy 13 check.
Diplomacy 13 (Maznar): 1d10 + 5 + 1d4 ⇒ (6) + 5 + (1) = 12 -> I've got plenty; spend a Hero Point (now 8) to reroll.
Diplomacy 13 (Maznar): 1d10 + 5 + 1d4 ⇒ (7) + 5 + (2) = 14 -> Pass.
Plunder: 1d6 ⇒ 4 -> The party stashes an Item (unless someone wants a basic card shuffled into their deck instead).

A ship, a ship! Olenjack raises the alarm, and with his voice - or Akinaru's magic - the dreamscape shifts and they're suddenly being boarded by some half-remembered enemy. Pirates with sharks for heads snarl and leap across the ships with pistols and blades.

Continuing the encounter with the Wereshark Pirate...
Combat: Olenjack reveals and additionally buries Blasting Pistol +2 to use Dexterity +1d6+2+4d4. Blasting Pistol +2 adds the Swashbuckling trait to the check.
Olenjack recharges Razorglass Knife to add 2d4.

Combat/Dexterity 32 (Difficulty Increase, Razorglass Knife, Maznar, AD4 reward): 1d8 + 4 + 1d6 + 2 + 4d4 + 2d4 + 1d4 + 1d4 ⇒ (5) + 4 + (1) + 2 + (1, 3, 3, 2) + (2, 3) + (4) + (3) = 33 -> Pass.
AA: Ignored (my check had the Swashbuckling trait).

Defeated.

Olenjack pats his coat, looking for his hidden poisons, but all at once he has a pistol in each hand. He takes aim and fires, and fires again into the melee. Waves of magical force shoot from his pistols rather than bullets as he fires again and again without any need to reload; blasting several of the pirates over the railing and into the shifting dreamscape foam below.

Olenjack closes the Raker Shoals by taking 4 Structural Damage. Jirelle reduces it by 1, to 3.
Olenjack recharges Blessing of the Savored Sting (Feathered Dragon) for 1 Structural Damage. 2 Structural Damage remains to be suffered by the party.
Raker Shoals: Olenjack's hand is empty; nothing to discard.

Olenjack ends his turn.
Olenjack resets his hand.

And the dream goes quiet, Rekkish saying something, as the pistols dissolve into mist from Olenjack's hands. This realm makes his head hurt so...

Olenjack wrote:

Hand: Steal Soul, Steel Ibis Lamellar, Embalming Fluid, Compass, Immortal Dreamstone, Ederleigh Baines, The Viper, Old Salt,

Displayed:
Deck: 11 Discard: 5 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 8

At the start of Maznar's turn, Olenjack banishes Immortal Dreamstone to draw 3 random allies...

Random Ally 3: Besmaran Priest:

Ally C
Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Random Ally 4: Rotgut:

Ally 2
Traits
Animal
Pirate

Check
Wisdom
Survival
8

Powers
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Random Ally 5: Albatross:

Ally 5
Traits
Animal

Check
Wisdom
Survival
11

Powers
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

"

Olenjack wrote:

Hand: Steal Soul, Steel Ibis Lamellar, Embalming Fluid, Compass, Ederleigh Baines, The Viper, Old Salt, Albatross, Rotgut, Besmaran Priest,

Displayed:
Deck: 11 Discard: 5 Buried: 3
Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 8
NOTES:
Available Support: Compass - Olenjack can move to a location and examine its top card if needed
I can avenge an encounter with a barrier if needed, and discard up to 2 cards to Structural Damage as needed.
Movement: Move with Maznar
Other: Phew, that was a bit of a treacherous turn.

Requesting that someone hand me a weak blessing, so I can immediately use The Viper to switch it with Blessing of Kofusachi from my discards.
I'll recharge my then-drawn Blessing of Kofusachi to draw Razorglass Knife if any hour has a Constitution CtA.

Additionally, I'll display Steal Soul as soon as a local (non-attack-immune monster) is defeated.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lucky Rifle +2, Venomous Heavy Crossbow +2, Delve, Wayfarer, Robe of Items, Joseph 'Jack' Scrimshaw, Wayfinder, Wyvern Poison (Core)
Recharged: Old Salt (2), Razorglass Knife, Blessing of the Savored Sting,
Discard Pile: Blessing of Kofusachi, Master of the Gales, Forensic Physician, Blessing of the Gods, Blessing of Wadjet,
Buried Pile: Coral Capuchin, Blessing of Achaekek, Blasting Pistol +2,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

ADDITIONAL REWARDS:

Spoiler:

5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"


Deck Handler // Searching For: Nothing but the occasional Spell 5!

LOOT: Valet -> Ederleigh Baines
LOOT: Venture-Captain -> Master of the Gales
LOOT: Alchemical Cartridges -> Immortal Dreamstone

Olenjack starts at Maznar's location and will move with him via Ship movement as needed.

Olenjack draws his starting hand. Once he confirms that he has drawn a card of his Favored Type, he will also draw 2 additional cards from the Adventure 3 reward.

Olenjack wrote:

Hand: Blessing of Wadjet, Blessing of the Savored Sting, Wayfinder, The Viper, Old Salt (2), Blessing of Kofusachi, Forensic Physician, Master of the Gales, Wayfarer, Wyvern Poison (Core),

Displayed:
Deck: 12 Discard: 0 Buried: 0

6D Reward: Olenjack shuffles the following into his deck...

Random Ally 4: Coral Capuchin:

Ally 1
Traits
Animal
Aquatic

Check
Wisdom
Survival
6

Powers
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Random Blessing 4: Blessing of Achaekek:

Blessing B
Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

"

Olenjack wrote:

Hand: Wayfinder, Wyvern Poison (Core), The Viper, Old Salt (2), Forensic Physician, Master of the Gales, Wayfarer, Blessing of Wadjet, Blessing of the Savored Sting, Blessing of Kofusachi,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 9
NOTES:
Available Support: Wayfinder can be used to move Olenjack and examine 2 cards of the location he moves to.
Blessings are free to use!
I can avenge an encounter with a barrier if needed, and discard up to 2 cards to Structural Damage is needed.
Movement: Move with Maznar
Other: No weapon; but Blessing of Kofusachi sovles that. I'll recharge Blessing of Kofusachi to draw Razorglass Knife if any hour has a Constitution CtA.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Steel Ibis Lamellar, Coral Capuchin, Delve, Immortal Dreamstone, Lucky Rifle +2, Steal Soul, Robe of Items, Old Salt, Razorglass Knife, Blessing of Achaekek, Venomous Heavy Crossbow +2, Embalming Fluid, Ederleigh Baines, Compass
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
Proficiencies:
[X] Weapons
POWERS:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
[X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
[ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
[ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
[X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

ADDITIONAL REWARDS:

Spoiler:

5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
[ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
"


Deck Handler // Searching For: Nothing but the occasional Spell 5!

Just to affirm the above...

5-6E: Akinaru's Last Chance - Olenjack Rewards

Tier Progression: (6.6) Olenjack gains a Hero Point.
Olenjack stores the Hero Point.

Olenjack now has 9 Hero Points.

Scenario Reward: Pass (or use for someone else).

Banished Cards: Immortal Dreamstone/Alchemical Cartridges (Item), Delve (Spell), Wayfinder (Item), Steal Soul (Spell).

Olenjack will take Spell 5 as a Deck Upgrade to re-gain Steal Soul (Ultimate Equipment).

Olenjack replaces the following Empty Card Slots...

  • Empty Spell Slot with Delve (Ultimate Equipment, Spell 2).
  • Empty Item Slot with Alchemical Cartridges (Gunslinger Class Deck, Item 0).
  • Empty Item Slot with Wayfinder (Ultimate Equipment, Item 3).


  • Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack starts his turn.
    Blessing of Cayden Cailean discarded from the blessings deck.

    Olenjack recharges Blessing of Kofusachi (the hour has a Constitution check to acquire) to search and draw Robe of Items from his deck.
    Olenjack discards Robe of Items to draw Wayfinder from his discards.

    Olenjack moves to the Rocky Cliff and takes his free exploration.

    Rocky Cliff Card 1 - Voidlord Akinaru: Voidlord Akinaru:

    Villain Monster 6
    Traits
    Giant
    Outsider

    Check
    Combat
    35
    THEN
    Combat
    45

    Powers
    This monster is immune to the Cold trait.
    When encountered, a random other open location cannot be temporarily closed.
    Before acting, you may banish a card; if you do not, discard 1d4+1 cards from your deck, then bury your discard pile.
    If the check to defeat does not have the Fire trait, bury the top or bottom card of your deck.

    Scenario: Olenjack buries Breastplate of the Deep and recharges Lady Cerise Bloodmourn from the top of his deck (5D reward) to avoid the difficulty increase.
    BA: Olenjack banishes Wayfinder.
    Combat: Olenjack reveals and additionally discards Venomous Heavy Crossbow +2 to use Dexterity +1d10+2+1d12.
    Olenjack freely recharges Razorglass Knife to add 2d4.
    Olenjack recharges Steel Ibis Lamellar to add 1d6.
    Olenjack displays Ederleigh Baines and The Viper to his power to add 4.
    Olenjack recharges Old Salt (2) to add 6.
    Enora discards Blessing of Hshurha to bless twice.
    Enora sends Eagle Aerie to Recovery freely to add 1d8.
    Enora reveals Staff of Weather and discards Ice and Fire to add 2d8.
    Dowager Queen: Olenjack discards Blessing of Achaekek from the hourglass to add 1d12.
    Maznar adds 1d4.
    Arcane Cannonade adds 1d6.
    Steal Soul adds 1d4.

    Combat/Dexterity 35 (A bunch of bonuses): 1d8 + 4 + 1d10 + 2 + 1d12 + 2d4 + 1d6 + 4 + 6 + 2d8 + 1d8 + 2d8 + 1d12 + 1d4 + 1d6 + 1d4 ⇒ (6) + 4 + (6) + 2 + (7) + (3, 3) + (1) + 4 + 6 + (6, 3) + (5) + (1, 5) + (11) + (3) + (1) + (2) = 79 -> Pass.
    Check did not have the Fire trait: Olenjack buries Lady Cerise Bloodmourn from the bottom of his deck (5D reward).

    Olenjack hands the second combat check onto Captain Jirelle.

    Olenjack coordinates with Enora to ensure that the ship's magical armaments are primed and in-position, putting the most trusted of the crew to oversee the operations before - at Jirelle's signal - he gives the command to open fire as soon as the now-giant Akinaru, in his true Oni form, comes to the defense of his own castle, drawn out by the destruction of his base and desperate to end the threat of the Pathfinders.

    Straight into a fusilade of prepared magic that punctures his defenses and tears at his physical form, at least until he retaliates - a strange beam of force cast from his finger that instantly tears at Enora's armaments and shears through the ship's hull despite its numerous protective magics. Olenjack scrambles to keep his feet, his ears ringing from the sound left by the beam of energy and the shouting of the panicking crew, yelling commands for repair on the listing ship as he hopes that Jirelle's landing party can finish Akinaru off before he does...whatever he did for a second time.

    "

    Olenjack wrote:

    Hand: Embalming Fluid,

    Displayed: Steal Soul, Ederleigh Baines, The Viper,
    Deck: 9 Discard: 7 Buried: 9
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 8

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Kofusachi, Wayfarer, Old Salt (3), Old Salt, Robe of Items
    Recharged: Razorglass Knife, Steel Ibis Lamellar, Lady Cerise Bloodmourn, Old Salt (2),
    Discard Pile: Forensic Physician, Blessing of the Savored Sting, Blessing of Hshurha, Conchobhar Turlach Shortstone, Lucky Rifle +2, Blessing of Wadjet, Venomous Heavy Crossbow +2,
    Buried Pile: Rosie Cusswell, Wyvern Poison (Core), Compass, Master of the Gales, Recast, Adamantine Trident +3, Sword Cane Pistol +2, Bottled Lightning, Breastplate of the Deep,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Olenjack is healed for 3: (Old Salt (3), Robe of Items, Lady Cerise Bloodmourn). Deck shuffled.

    Oni Mariner BA: Dexterity 11 (Steal Soul): 1d8 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 -> Pass, no effect.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    AMENDMENTS

    Olenjack buries Bottled Lightning from closing the Torture Pit, rather than discarding it at end-of-turn.
    Additionally, at the end of his turn Olenjack recharges Breastplate of the Deep to move himself with everyone to the Sea Fort (note that Gargiya was dealt with earlier).

    New hand is below...

    Olenjack wrote:

    Hand: Razorglass Knife, Venomous Heavy Crossbow +2, Steel Ibis Lamellar, Embalming Fluid, Old Salt (2), Ederleigh Baines, The Viper, Blessing of Kofusachi,

    Displayed: Steal Soul,
    Deck: 4 Discard: 11 Buried: 7
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 8
    "NOTES:
    Available Support: Blessing of Kofusachi - Discard to bless (recharge if the hour has a Constitution CtA)
    Venomous Heavy Crossbow +2 - Freely discard to add 1d4+2 and Poison to a distant combat check
    In event of Structural damage, Olenjack will happily discard Breastplate of the Deep and Venomous Heavy Crossbow +2
    Movement: Do not move with the party.
    Other: Note that whilst I overused Razorglass Knife to assure success on my combat checks (since I have such a quantity of cards in my discards) - it won't be any good against the villain as I can only leverage its power against non-villain banes.

    In other words; I'd recommend that others take on the villain, when we get to that point. At least the Combat 45 check, which will probably necessitate us taking advantage of as many 'freely' bonuses as possible, like Blazing Servant, Arcane Cannonade, Coordinated Blast and more."


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack starts his turn.
    Blessing of Asmodeus discarded from the blessings deck.

    Olenjack moves with everyone to the Sharkskin Reef and takes his free exploration.

    Sharkskin Reef Card 1: Treasure Hunt:

    Barrier C
    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Intelligence 13 (Maznar, Steal Soul): 1d8 + 1d4 + 1d4 ⇒ (7) + (4) + (3) = 14 -> Wow; pass! Olenjack draws...
    Random Item 1: Bottled Lightning:

    Item 5
    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.


    Each other character may attempt to defeat Treasure Hunt in order to draw an item.
    Defeated.

    Seeing the stakes raise to their ultimate endpoint; Olenjack opens all of the stores he'd painstakingly kept supplied and organized moved from ship to ship to flying vessel, freely distributing even his most closely guarded stashes of weaponry, poisons and potions amidst any of the crew that accepts them. Olenjack goes back and forth across the deck, shouting orders for the crew to break open crates and move chests at his direction, punctuated by insistent shouts to be more gentle with the precious cargo.

    Olenjack discards Wayfinder to examine the top card of his location...

    Sharkskin Reef Card 2: Breastplate of the Deep:

    Armor 5
    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Olenjack shuffles the location, then explores with the Wayfinder's power.
    Card #: 1d6 + 1 ⇒ (5) + 1 = 6
    Sharkskin Reef Card 6: Dire Shark:

    Monster 4
    Traits
    Animal
    Aquatic

    Check
    Combat
    22

    Powers
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Razorglass Knife: Olenjack buries Sword Cane Pistol +2 and Adamantine Trident +3 from his discards to add 4d4 to his combat check.
    Combat/Dexterity 24 (Maznar, Steal Soul, Razorglass Knife*2, Arcane Cannonade): 1d8 + 4 + 2d4 + 2 + 1d4 + 1d4 + 4d4 + 1d6 ⇒ (6) + 4 + (3, 1) + 2 + (4) + (1) + (2, 3, 1, 2) + (4) = 33 -> Pass.
    AA: Jirelle reduces Structural Damage by 1, to 0.

    Defeated.

    Akinaru's defenses are diverse - even enchanted sharks with the strength to bite through the ship's hull threaten them; Olenjack and the crew fire weapons down to dissuade such attacks; backed by Enora's powerful magical defenses.

    Olenjack discards Robe of Items to search and draw Wayfinder and Embalming Fluid from his discards. Sadly, my other items are all buried.

    Olenjack discards Lady Cerise Bloodmourn to explore again, adding the Swashbuckling trait to combat checks during this exploration.
    Card # {2,3,4,5,7}: 1d5 ⇒ 5

    Sharkskin Reef Card 7: Giant Jellyfish:

    Monster 3
    Traits
    Animal
    Aquatic

    Check
    Combat
    18
    OR
    Dexterity
    Acrobatics
    11

    Powers
    All damage dealt by the Giant Jellyfish is Poison damage.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 18 (Embalming Fluid, Maznar, Steal Soul, Slashing Weakness, Arcane Cannonade): 1d8 + 4 + 2d4 + 2 + 2 + 1d4 + 1d4 + 1d8 + 1d6 ⇒ (4) + 4 + (1, 3) + 2 + 2 + (1) + (4) + (3) + (2) = 26 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Old Salt from his deck.
    Defeated.

    The thundering clamor of weaponry drives more than just sharks from the vessel.

    For passing a combat check that has the Poison trait, Olenjack explores his location.
    Card #: 1d4 + 1 ⇒ (2) + 1 = 3

    Sharkskin Reef Card 2: Breastplate of the Deep:

    Armor 5
    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Constitution 11 (Steal Soul, Maznar, Blessing of Wadjet): 1d6 + 1d4 + 1d4 + 1d4 ⇒ (3) + (4) + (1) + (3) = 11 -> Pass.
    Acquired.

    Olenjack discards Blessing of Wadjet to examine the top card of his location...
    Card #: 1d3 + 2 ⇒ (3) + 2 = 5

    Sharkskin Reef Card 5: Sentinel Devil:

    Henchman Monster 5
    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Olenjack explores with the Blessing of Wadjet's power; adding 1 die to checks to acquire during this exploration.
    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2. The check now has the Ranged trait.
    Razorglass Knife: Olenjack buries Conchobhar Turlach Shortstone, Lucky Rifle +2 and Lady Cerise Bloodmourn from his discards to add 6d4 to his combat check.
    Combat/Dexterity 20 (Maznar, Steal Soul, Razorglass Knife*3, Arcane Cannonade): 1d8 + 4 + 2d4 + 2 + 1d4 + 1d4 + 6d4 + 1d6 ⇒ (2) + 4 + (4, 4) + 2 + (3) + (3) + (4, 1, 1, 3, 4, 3) + (6) = 44 -> Pass.
    Defeated.

    Olenjack banishes Coral Capuchin to close Sharkskin Reef.

    The crew defeats more of Akinaru's devilish henchman; Olenjack himself getting personally involved as he throws a strange dagger at the opposing combatants which seems to phase past armor and leave the victim with horrific wounds, only for the weapon to re-appear in his hand again and again. The tosses are flung with such speed and accuracy most of the other officers suspect it to be another facet of the weapon's magic, rather than Olenjack's known middling talents for combat. Did he salvage or purchase that during their travels, or had he always been keeping such a weapon in reserve?

    Olenjack recharges Wayfinder to move with everyone to the Torture Pit.
    Olenjack ends his exploration step(s); as he's at a location without cards he attempts to close the Torture Pit.

    Olenjack displays the ally Ederleigh Baines to his power to add 2 to his check.
    Dexterity 11 (Steal Soul, Maznar, Olenjack): 1d8 + 4 + 1d4 + 1d4 + 2 ⇒ (8) + 4 + (3) + (1) + 2 = 18 -> Pass!
    Torture Pit closed!

    As Akinaru's magical defences and devilish personnel are battered and slain, Olenjack calls for a retreat back to the ship to resupply the crew. Once on board, he suggests to Captain Jirelle that they exarcerbate the defender's confusion with volleys of cannonfire from the ship, whilst a smaller party of the officers fly to the castle's flank with Enora and Maznar's magic once the defending forces are diverted from the frontal assault.

    Olenjack, of course, offers to manage the brunt of the crew and the weaponry in the Captain's absence, overseeing the distraction and providing support where possible.

    Olenjack ends his turn.
    Olenjack resets his hand; first returning all allies displayed to his power back to it, and choosing to discard Bottled Lightning.

    Olenjack wrote:

    Hand: Razorglass Knife, Venomous Heavy Crossbow +2, Steel Ibis Lamellar, Breastplate of the Deep, Embalming Fluid, Ederleigh Baines, The Viper, Blessing of Kofusachi,

    Displayed: Steal Soul,
    Deck: 4 Discard: 11 Buried: 6
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 8
    NOTES:
    Available Support: Blessing of Kofusachi - Discard to bless (recharge if the hour has a Constitution CtA)
    Venomous Heavy Crossbow +2 - Freely discard to add 1d4+2 and Poison to a distant combat check
    In event of Structural damage, Olenjack will happily discard Breastplate of the Deep and Venomous Heavy Crossbow +2
    Movement: Do not move with the party.
    Other: Note that whilst I overused Razorglass Knife to assure success on my combat checks (since I have such a quantity of cards in my discards) - it won't be any good against the villain as I can only leverage its power against non-villain banes.

    In other words; I'd recommend that others take on the villain, when we get to that point. At least the Combat 45 check, which will probably necessitate us taking advantage of as many 'freely' bonuses as possible, like Blazing Servant, Arcane Cannonade, Coordinated Blast and more.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Old Salt (2), Wayfarer, Old Salt, Wayfinder,
    Discard Pile: Forensic Physician, Blessing of the Savored Sting, Blessing of Hshurha, Conchobhar Turlach Shortstone, Old Salt (3), Lucky Rifle +2, Wayfinder, Robe of Items, Lady Cerise Bloodmourn, Blessing of Wadjet, Bottled Lightning,
    Buried Pile: Rosie Cusswell, Wyvern Poison (Core), Compass, Master of the Gales, Adamantine Trident +3, Sword Cane Pistol +2,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Maznar gives Old Salt (3) to Olenjack. Thanks!
    Olenjack summons and encounters...

    Buccaneer:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    ⭐Veteran⭐

    Check
    Combat 8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity - (Embalming Fluid, Maznar): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 ⇒ (2) + 4 + (6) + 2 + 2 + (1) = 17 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges The Viper from his deck.
    Defeated.
    At this stage, it doesn't look like I'll start at Enora's location by my turn, so Olenjack will display Steal Soul now.

    (After Jirelle's turn) And I see we rejoined up together anyway. Oh well; couldn't have predicted that. Should've remembered Jirelle has that character power now.
    ========================

    Olenjack starts his turn.
    Blessing of Cayden Cailean discarded from the blessings deck.
    Start of Turn (Rocky Cliff): Olenjack examines Rocky Cliff Card 1: Gloves of Dueling, and places it at the bottom of the location.

    Olenjack moves alone at the Sea Fort, then takes his free exploration.

    Sea Fort Card 1: Gargiya:

    Monster 6
    Traits
    Aberration
    Aquatic

    Check
    Combat
    25

    Powers
    All damage from the Gargiya is Fire damage.
    If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.

    Good, time to clear this guy out.
    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Olenjack recharges Old Salt (2) to add 6.
    Combat/Dexterity 25 (Embalming Fluid, Steal Soul, Old Salt): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 6 ⇒ (7) + 4 + (10) + 2 + 2 + (3) + 6 = 34 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Wayfarer from his deck.
    Defeated; Olenjack suffers 1d8 ⇒ 6 Fire damage. Oof, a bit more than I'd hoped. Olenjack reveals Steel Ibis Lamellar to reduce Fire damage suffered by 3, to 3, then discards Recast, Embalming Fluid and Blessing of Hshurha to Fire damage.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Sea Fort Card 2: Fortified Breastplate:

    Armor 5
    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Constitution 10 (Steal Soul): 1d6 + 1d4 ⇒ (6) + (1) = 7 -> Fail.
    Banished.

    Olenjack discards Conchobhar Turlach Shortstone to explore again.

    Sea Fort Card 3: Sword Cane Pistol +2:

    Weapon 4
    Traits
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

    Dexterity 10 (Steal Soul): 1d8 + 4 + 1d4 ⇒ (7) + 4 + (3) = 14 -> Pass.
    Acquired.

    Olenjack discards Old Salt (3) to explore again.

    Sea Fort Card 4: Adamantine Trident +3:

    Weapon 6
    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
    If a monster has a power that increases the difficulty of a combat check, ignore that power.

    Eh; Olenjack will bury Master of the Gales to autopass the Strength check.
    Acquired.

    Olenjack ends his turn.
    Olenjack resets his hand, choosing to discard Sword Cane Pistol +2, Lucky Rifle +2 and Adamantine Trident +3, since I know I'm about to draw my strongest weapon, and that'll make sure I dip into my recharged cards enough to redraw Robe of Items.
    No flavour today.

    "

    Olenjack wrote:

    Hand: Razorglass Knife, Steel Ibis Lamellar, Robe of Items, Wayfinder, Ederleigh Baines, Lady Cerise Bloodmourn, Coral Capuchin, Blessing of Wadjet,

    Displayed: Steal Soul,
    Deck: 6 Discard: 10 Buried: 4
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 8
    NOTES:
    Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire
    Movement: Move with Maznar.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Old Salt, Blessing of Kofusachi, Venomous Heavy Crossbow +2, The Viper, Old Salt (2), Wayfarer,
    Discard Pile: Forensic Physician, Blessing of the Savored Sting, Recast, Embalming Fluid, Blessing of Hshurha, Conchobhar Turlach Shortstone, Old Salt (3), Sword Cane Pistol +2, Adamantine Trident +3, Lucky Rifle +2,
    Buried Pile: Rosie Cusswell, Wyvern Poison (Core), Compass, Master of the Gales,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack starts his turn.
    Blessing of Besmara discarded from the blessings deck.

    Olenjack banishes Immortal Dreamstone to draw 3 random allies...

    Random Ally 1: Conchobhar Turlach Shortstone:

    Ally 1
    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

    Powers
    Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Random Ally 2: Coral Capuchin:

    Ally 1
    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

    Powers
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Random Ally 3: Rosie Cusswell:

    Ally 1
    Traits
    Halfling
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Hm. I like the Mercenary as it's an easy free exploration for Olenjack, but I'd also like to move to an ally-heavy location where my high Diplomacy (plus my newly drawn Conchobhar Turlach Shortstone) is likely to pay off.
    I'll head to an ally-rich location that Olenjack is most uniquely suited to closing, for the most part.

    Olenjack moves with everyone to the Torture Pit and takes his free exploration.

    Torture Pit Card 1: Righteousness:

    Spell 5
    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    I'd actually kind of like to acquire this. Combat bonuses (and a form of damage resistance) for a turn are excellent given my exploration rate. But I'd have to spend at least a card, hm...
    ...Alright, fine. Olenjack recharges Old Salt (2) to add 6.

    Wisdom 11 (Maznar, Old Salt): 1d6 + 1d4 + 6 ⇒ (5) + (1) + 6 = 12 -> Pass.
    Acquired.

    Olenjack discards to explore again, adding the Swashbuckling trait to combat checks during this exploration.

    Torture Pit Card 2: Giant Rock Crab:

    Monster 1
    Traits
    Animal
    Aquatic

    Check
    Combat
    13

    Powers
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Nice.
    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    I'll probably explore enough to justify it; Olenjack displays Righteousness to add 1d6 to all of his combat checks this turn.

    Combat/Dexterity 13 (Embalming Fluid, Maznar, Righteousness): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d6 ⇒ (1) + 4 + (12) + 2 + 2 + (3) + (5) = 29 -> Pass; Olenjack must reroll his result (Giant Rock Crab).
    Giant Rock Crab reroll: Combat/Dexterity 13 (Embalming Fluid, Maznar, Righteousness): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d6 ⇒ (8) + 4 + (1) + 2 + 2 + (3) + (6) = 26 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges The Viper from his deck.
    AA: Olenjack reveals Steel Ibis Lamellar to reduce Ranged Combat Damage dealt by 3, to 0.

    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Torture Pit Card 3: Great White Shark:

    Monster 3
    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 16 (Embalming Fluid, Maznar, Righteousness): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d6 ⇒ (7) + 4 + (1) + 2 + 2 + (2) + (2) = 20 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Razorglass Knife from his deck.
    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Torture Pit Card 4: Trident +2:

    Weapon 3
    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

    Choose to fail.
    Banished.

    Olenjack reveals Forensic Physician to heal Rosie Cusswell, then Forensic Physician is discarded and Olenjack explores again.

    Torture Pit Card 5: Oni Mariner:

    Henchman Monster 6
    Traits
    Giant
    Outsider

    Check
    Combat
    26

    Powers
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Olenjack recharges Coral Capuchin to his power in order to evade Oni Mariner. It's a summoned bane, shuffling it back into its location deck. Let's continue my turn before closing anything.
    Scenario: Olenjack displays Pirate Shade Haunt.

    Olenjack sends Delve to Recovery to search and draw Robe of Items from his deck. Deck shuffled.
    Olenjack does not have the Arcane or Divine skill; Delve will be banished from Recovery at the end of the turn.

    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Wyvern Poison (Core) from his deck. His deck is shuffled.

    Well, now I have Righteousness... Olenjack recharges Wayfinder to move with everyone to Murder Hole, then examine the top 2 cards of his location...

    Murder Hole Card 1: Drowning Devil:

    Henchman Monster 6
    Traits
    Outsider
    Devil
    Aquatic

    Check
    Combat
    27

    Powers
    The Drowning Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Murder Hole Card 2: Will-O'-Wisp:

    Monster 3
    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

    Powers
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

    Ah, a closing henchman anyway. Hm. I don't have too many explorations to spend my Compass moving again, so I'll just close it.

    Olenjack buries Wyvern Poison (Core) to banish the displayed Pirate Shade Haunt.

    Olenjack discards Compass to explore again.

    Murder Hole Card 1: Drowning Devil:

    Henchman Monster 6
    Traits
    Outsider
    Devil
    Aquatic

    Check
    Combat
    27

    Powers
    The Drowning Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario: Olenjack chooses to bury from his deck to avoid the difficulty increase.
    5D Reward: Olenjack recharges Robe of Items and buries Rosie Cusswell.
    Choose to fail the BA.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack displays the allies Master of the Gales and Conchobhar Turlach Shortstone to his power to add 4 to his check.
    Combat/Dexterity 31 (Murder Hole, Maznar, Righteousness, Olenjack*2): 1d8 + 4 + 1d12 + 2 + 1d4 + 1d6 + 4 ⇒ (1) + 4 + (10) + 2 + (1) + (5) + 4 = 27 -> Fail; Olenjack discards Blessing of the Savored Sting to reroll and bless twice.
    Combat/Dexterity 31 (Murder Hole, Maznar, Righteousness, Olenjack*2, Bless*2): 3d8 + 4 + 1d12 + 2 + 1d4 + 1d6 + 4 ⇒ (2, 7, 8) + 4 + (1) + 2 + (1) + (2) + 4 = 31 -> Pass.
    AA: Olenjack recharges Old Salt to add 6.

    AA: Constitution 10 (Maznar, Old Salt): 1d6 + 1d4 + 6 ⇒ (5) + (4) + 6 = 15
    Defeated.

    Olenjack attempts to close the Murder Hole, summoning...

    Ruffian:
    Ruffian
    Henchman Monster B

    Traits
    Human
    Pirate
    ⭐Veteran⭐

    Check
    Combat 7

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 17 (Embalming Fluid, Maznar, Righteousness): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d6 ⇒ (5) + 4 + (3) + 2 + 2 + (3) + (2) = 21 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Blessing of Kofusachi from his deck.
    AA: Olenjack buries Compass from his discards.

    Defeated.
    Buccaneer:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    ⭐Veteran⭐

    Check
    Combat 8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 18 (Embalming Fluid, Maznar, Righteousness): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 1d6 ⇒ (7) + 4 + (10) + 2 + 2 + (1) + (1) = 27 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Venomous Heavy Crossbow +2 from his deck.
    Defeated.

    Murder Hole closed!

    Olenjack ends his turn.
    Recovery: Righteousness and Delve are both permanently banished.

    Olenjack resets his hand; first returning all allies displayed to his power back to it.
    No flavour.

    "

    Olenjack wrote:

    Hand: Lucky Rifle +2, Steal Soul, Steel Ibis Lamellar, Embalming Fluid, Master of the Gales, Conchobhar Turlach Shortstone, Old Salt (2), Blessing of Hshurha,

    Displayed:
    Deck: 12 Discard: 2 Buried: 3
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 8
    NOTES:
    Available Support: Blessing of Hshurha - Discard to bless any check on a ship twice
    Movement: Move with Enora, unless to Fort Hazard or Sharkskin Reef.
    Other: I'll happily pass Steal Soul along to Enora or Maznar at the start of the next turn.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ederleigh Baines, The Viper, Blessing of Wadjet, Razorglass Knife, Wayfarer, Lady Cerise Bloodmourn
    Recharged: Coral Capuchin, Wayfinder, Robe of Items, Old Salt, Blessing of Kofusachi, Venomous Heavy Crossbow +2,
    Discard Pile: Forensic Physician, Blessing of the Savored Sting,
    Buried Pile: Rosie Cusswell, Wyvern Poison (Core), Compass,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    LOOT: Valet -> Ederleigh Baines
    LOOT: Venture-Captain -> Master of the Gales
    LOOT: Alchemical Cartridges -> Immortal Dreamstone

    Olenjack starts at Maznar's location and will move with him via Ship movement as needed.

    Olenjack draws his starting hand. Once he confirms that he has drawn a card of his Favored Type, he will also draw 2 additional cards from the Adventure 3 reward.

    After drawing his starting hand, Olenjack uses the 6D reward to shuffle the following cards into his deck...

    Random Ally 3: Lady Cerise Bloodmourn:

    Ally 4
    Traits
    Human
    Aristocrat
    Captain
    Pirate

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Blessing 3: Blessing of Hshurha:

    Blessing 2
    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    "

    Olenjack wrote:

    Hand: Lucky Rifle +2, Delve, Steel Ibis Lamellar, Embalming Fluid, Immortal Dreamstone, Master of the Gales, Old Salt, Old Salt (2), Forensic Physician, Blessing of the Savored Sting,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 8
    NOTES:
    Available Support: Blessing of the Savored Sting - Discard to add the highest die roll of 1d4/1d6/1d8/1d10
    Movement: Move with Maznar, unless to Fort Hazard or Sharkskin Reef.
    Other: I'm ready for action; I'll be using Immortal Dreamstone early for more allies, and Delve for Robe of Items. (Will need an update to pull more Random Allies from.)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ederleigh Baines, Razorglass Knife, Compass, The Viper, Venomous Heavy Crossbow +2, Blessing of Wadjet, Wayfarer, Lady Cerise Bloodmourn, Wayfinder, Robe of Items, Steal Soul, Blessing of Kofusachi, Blessing of Hshurha, Wyvern Poison (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    5-6D: The Siege of Ushiojou - Olenjack Rewards

    6D Boon Roll: 1d20 ⇒ 16 -> Nope.

    Tier Progression: (6.5) Olenjack gains a Hero Point.
    Olenjack stores the Hero Point.

    Olenjack now has 8 Hero Points.

    Scenario Reward: I'm not sure I'll use the reward or not in future scenarios. It'll dilute the general quality of cards in my deck, but they might include some nice bury or banish effects, and they are at least hitpoints, technically.

    Banished Cards: Immortal Dreamstone/Alchemical Cartridges (Item), Delve (Spell).

    No Deck Upgrade requests.

    Olenjack replaces the following Empty Card Slots...

  • Empty Spell Slot with Delve (Ultimate Equipment, Spell 2).
  • Empty Item Slot with Alchemical Cartridges (Gunslinger Class Deck, Item 0).


  • Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack starts his turn.
    Blessing of Erastil discarded from the blessings deck.

    Olenjack moves to the Torture Chamber and takes his free exploration.

    Torture Chamber Card 1: Kapre:

    Monster 5
    Traits
    Plant

    Check
    Combat
    20

    Powers
    The Kapre is immune to the Mental and Poison traits.
    You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
    Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

    Olenjack attempts a Diplomacy 12 check to evade.
    Kapre: Diplomacy 12 (Maznar, Scenario): 1d4 + 5 + 1d4 ⇒ (4) + 5 + (3) = 12 -> Wow, Pass; Kapre is placed at the bottom of the Torture Chamber and Olenjack is moved to 1d6 ⇒ 1 Fort Hazard.

    Olenjack sends Delve to Recovery to search and draw Wayfinder from his deck. Deck shuffled.
    Olenjack does not have the Arcane or Divine skill; Delve will be banished from Recovery at the end of the turn.

    Olenjack recharges Wayfinder to move back to the Torture Chamber, then examine the top 2 cards of his location...

    Torture Chamber Card 2: Pirate Captain:

    Monster B
    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    Torture Chamber Card 3: Draugr Captain:

    Henchman Monster 6
    Traits
    Undead
    Pirate
    Captain

    Check
    Combat
    27

    Powers
    The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
    Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Olenjack discards Master of the Gales (not sure why took him as loot on a scenario where we had an anchored ship; whoops) to explore again.
    Scenario: Olenjack discards Heartbreak Hinsin.

    Torture Chamber Card 2: Pirate Captain:

    Monster B
    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    BA: Olenjack recharges Ederleigh Baines.
    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 18 (Embalming Fluid, Maznar, AD4 Reward, Scenario): 1d8 + 4 + 2d4 + 2 + 2 + 1d4 + 1d4 ⇒ (8) + 4 + (2, 4) + 2 + 2 + (1) + (2) = 25 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Blessing of Kofusachi from his deck.
    AA: Jirelle reduces Structural Damage by 1, and Olenjack discards Old Salt to the remaining Structural damage.
    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.
    Scenario: Olenjack discards Embalming Fluid.

    Torture Chamber Card 3: Draugr Captain:

    Henchman Monster 6
    Traits
    Undead
    Pirate
    Captain

    Check
    Combat
    27

    Powers
    The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
    Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BA: Olenjack recharges Blessing of the Savored Sting, then draws Blessing of Wadjet.
    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Razorglass Knife: Olenjack buries Blessing of the Gods, Master of the Gales and Heartbreak Hinsin from his discards to add 6d4 to his combat check.
    Combat/Dexterity 27 (Maznar, AD4 reward, 1E reward, Razorglass Knife, Scenario): 1d4 + 4 + 2d4 + 2 + 1d4 + 1d4 + 1d4 + 6d4 ⇒ (1) + 4 + (3, 3) + 2 + (2) + (3) + (2) + (3, 2, 3, 1, 2, 3) = 34 -> Pass.
    Defeated.

    All characters take 1 Mental damage; Olenjack discards Razorglass Knife to Mental damage.
    The Torture Chamber is closed!

    Olenjack ends his turn.
    Olenjack resets his hand.
    No flavour.

    "

    Olenjack wrote:

    Hand: Crossbow of Retribution, Lucky Rifle +2, Steel Ibis Lamellar, Wayfinder, The Viper, Old Salt (2), Forensic Physician, Blessing of Wadjet,

    Displayed:
    Deck: 3 Discard: 5 Buried: 6
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 7
    NOTES:
    Available Support: Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check after the roll
    Crossbow of Retribution - Freely discard to add 1d4+1 to a distant combat check
    Blessing of Wadjet - Discard to add 2d8 to any check to acquire
    Other: I think I've been forgetting that we have both a +1d4 against all Pirate banes and a +1d4 against all Undead banes due to previous rewards; oops! Makes the Draugr Captains a lot less fearsome when that's considered.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Ederleigh Baines, Blessing of Kofusachi, Blessing of the Savored Sting,
    Discard Pile: Compass, Robe of Items, Old Salt, Embalming Fluid, Razorglass Knife,
    Buried Pile: Wyvern Poison (Core), Wayfarer, Royster McCleagh, Blessing of the Gods, Master of the Gales, Heartbreak Hinsin,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    RETCONNING MY PREVIOUS TURN

    At the start of my turn, after off-turn actions, my hand looks like the following...

    Olenjack wrote:
    Hand: Razorglass Knife, Lucky Rifle +2, Robe of Items, Wyvern Poison (Core), Wayfinder, Old Salt, Wayfarer, Steel Ibis Lamellar, Embalming Fluid, Steal Soul,

    My turn was accurate except for the requirement to discard a card before each exploration. I'll try to make as few changes as possible to achieve that retcon.

    Steal Soul was given to Enora, Shrine to Norgorber Card 1: Becalmed was banished and Old Salt recharged by the time I'd finished my first exploration. My hand now looks like...

    Olenjack wrote:
    Hand: Razorglass Knife, Lucky Rifle +2, Robe of Items, Wyvern Poison (Core), Wayfinder, Wayfarer, Steel Ibis Lamellar, Embalming Fluid,

    Before exploring for my second time, I'd certainly discard Wyvern Poison (Core) to the scenario power.

    Shrine to Norgorber Card 2: Blessing of the Gods is acquired, I use Robe of Items and the Immortal Dreamstone. I then use Barracuda Aiger, but this time I have to recharge Lucky Rifle +2, my spare weapon, to use it.

    Olenjack wrote:
    Hand: Razorglass Knife, Blessing of the Gods, Compass, Wayfinder, Wayfarer, Steel Ibis Lamellar, Embalming Fluid, Royster McCleagh, Heartbreak Hinsin,

    I recharge Wayfinder to move to the Murder Hole, but before I discard Wayfarer to explore there I have to discard Compass.

    My check against Murder Hole Card 1: Paralictor Valeria Asperixus is unaffected, except I bury Wyvern Poison (Core) from my discards instead of Robe of Items.

    And because Compass was discarded, Olenjack does not move to the Lucrehold, and remains at the closed Murder Hole.

    ==========================

    As a result, my turn is unchanged, except...
    Lucky Rifle +2 was recharged (instead of in hand).
    Wyvern Poison was buried (instead of recharged).
    Robe of Items is in discards (instead of buried).
    Compass is in discards (instead of recharged).
    Olenjack is at the Murder Hole, not the Lucrehold.

    In total, the only card that was no longer in my hand was Lucky Rifle +2, so I'll need to draw a new card to replace it. My new hand reset...

    "

    Olenjack wrote:

    Hand: Razorglass Knife, Delve, Embalming Fluid, Heartbreak Hinsin, Old Salt, Master of the Gales, Ederleigh Baines, Blessing of the Savored Sting,

    Displayed:
    Deck: 9 Discard: 3 Buried: 3
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 7
    NOTES:
    Available Support: Razorglass Knife - Freely recharge to add 2d4 to a local combat check using a weapon
    Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check after the roll
    Blessing of the Savored Sting - Discard to add the highest of 1d4/1d6/1d8/1d10 to any check

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Wadjet, The Viper, Blessing of Kofusachi, Crossbow of Retribution
    Recharged: Lucky Rifle +2, Wayfinder, Steel Ibis Lamellar, Old Salt (2), Forensic Physician,
    Discard Pile: Blessing of the Gods, Compass, Robe of Items,
    Buried Pile: Wyvern Poison (Core), Wayfarer, Royster McCleagh,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Jirelle's Turn: As per my notes; recharges Blessing of Kofusachi (the hour has a Constitution check to acquire) to search and draw Wayfinder from his deck.
    Deck shuffled.

    Jirelle's Turn: Olenjack summons and encounters a Buccaneer.

    Buccaneer:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    ⭐Veteran⭐

    Check
    Combat 8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 9 (Lucrehold, Embalming Fluid, Scenario): 1d4 + 4 + 2d4 + 2 + 2 ⇒ (3) + 4 + (3, 2) + 2 + 2 = 16 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Ederleigh Baines from his deck.
    Defeated.

    ========================

    Olenjack starts his turn.
    Blessing of Gozreh discarded from the blessings deck.

    Olenjack gives Steal Soul to Enora.

    So I'm going to try to hit another location to spend some of my explorations, then use one of my various movement cards to go and fight that Cannon Golem at Fort Hazard now that we're all spread out. I probably won't spend too many explorations, though, given the closing requirement of Fort Hazard.

    Olenjack moves to the Shrine to Norgorber and takes his free exploration.

    Shrine to Norgorber Card 1: Becalmed:

    Barrier 2
    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Hm. I don't like spending such a card so early, but I'll recharge Old Salt to add 6.
    Wisdom 8 (Old Salt, Scenario): 1d4 + 6 ⇒ (3) + 6 = 9 -> Pass.
    Defeated.

    Olenjack discards Wayfinder to examine the top card of his location...

    Shrine to Norgorber Card 2: Blessing of the Gods:

    Blessing C
    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Olenjack explores with the Wayfinder's power.
    Automatically Acquired.

    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Immortal Dreamstone from his deck and discards. At least one was from his deck, so his deck is shuffled.

    Olenjack banishes Immortal Dreamstone to draw 3 random allies...

    Random Ally 1: Royster McCleagh:

    Ally 2
    Traits
    Human
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    7

    Powers
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. You may not use this power more than once per turn.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Ally 2: Barracuda Aiger:

    Ally 5
    Traits
    Half-elf
    Rogue
    Captain
    Pirate

    Check
    Dexterity
    Ranged
    9
    THEN
    Charisma
    Diplomacy
    12

    Powers
    If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
    Banish this card and recharge another card to examine your location deck.

    Random Ally 3: Heartbreak Hinsin:

    Ally B
    Traits
    Human
    Aristocrat
    Pirate

    Check
    Dexterity
    Disable
    4
    THEN
    Charisma
    Diplomacy
    7

    Powers
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    That gives me an unexpected opportunity to look at this entire location so I don't accidentally hit a henchman when I can't close...

    Olenjack banishes Barracuda Aiger and recharges Wyvern Poison (Core) to examine his entire location deck...
    Shrine to Norgorber Card 3: Old Salt's Rapier +2
    Shrine to Norgorber Card 4: Draugr Captain
    Shrine to Norgorber Card 5: Dire Shark
    Shrine to Norgorber Card 6: Blessing of Geryon
    Shrine to Norgorber Card 7: Shackles Sorcerer
    Shrine to Norgorber Card 8: Port Peril Corsair

    A weapon 6 and blessing 6? Fascinating. I'm not well-suited to acquiring the Weapon 6, though, so I'll move somewhere else and leave it to a professional.

    Olenjack recharges Wayfinder to move to the Murder Hole, then examine the top 2 cards of his location...

    Murder Hole Card 1: Paralictor Valeria Asperixus:

    Henchman Monster 6
    Traits
    Human
    Hellknight

    Check
    Combat
    35

    Powers
    Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
    If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
    If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Murder Hole Card 2: Dweller in the Deeps:

    Monster 6
    Traits
    Outsider
    Aquatic

    Check
    Combat
    26

    Powers
    The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
    Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

    Ugh, the henchman's right on top; and such a powerful one?
    Still... since I do have the cards capable of taking care of her, and I'm the only person in the party with armor in hand, I feel like I should take out her rather than the Cannon Golem, so here goes nothing.

    Olenjack discards Wayfarer to explore his location, adding 2d6 to all checks during this exploration.

    Murder Hole Card 1: Paralictor Valeria Asperixus:

    Henchman Monster 6
    Traits
    Human
    Hellknight

    Check
    Combat
    35

    Powers
    Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
    If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
    If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BA: Olenjack suffers 1d4 ⇒ 4 Combat Damage, and reveals Steel Ibis Lamellar to reduce the damage by 3, to 1, then discards Royster McCleagh to damage. That discard is actually helpful!
    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Razorglass Knife: Olenjack buries Robe of Items, Wayfarer and Royster McCleagh from his discards to add 6d4 to his combat check.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Olenjack recharges Steel Ibis Lamellar to add 1d6.
    Olenjack discards Blessing of the Gods to bless.

    Olenjack displays the ally Heartbreak Hinsin to his power to add 2 to his check.
    Combat/Dexterity 39 (Murder Hole, Scenario, Embalming Fluid, Razorglass Knife, Steel Ibis Lamellar, Blessing of the Gods, Wayfarer, Olenjack): 1d8 + 1d4 + 4 + 2d4 + 6d4 + 1d6 + 2d6 + 2 ⇒ (6) + (1) + 4 + (4, 2) + (2, 4, 4, 1, 4, 1) + (4) + (1, 1) + 2 = 41 -> Pass, but Paralictor Valeria Asperixus's power means I have to reroll the result.
    Combat/Dexterity 39 (Murder Hole, Scenario, Embalming Fluid, Razorglass Knife, Steel Ibis Lamellar, Blessing of the Gods, Wayfarer, Olenjack): 1d8 + 1d4 + 4 + 2d4 + 6d4 + 1d6 + 2d6 + 2 ⇒ (7) + (2) + 4 + (2, 1) + (3, 3, 1, 3, 2, 1) + (5) + (4, 3) + 2 = 43 -> Pass.
    Defeated.

    Olenjack attempts to close the Murder Hole...
    Murder Hole: Olenjack summons and encounters...

    Ruffian:
    Ruffian
    Henchman Monster B

    Traits
    Human
    Pirate
    ⭐Veteran⭐

    Check
    Combat 7

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 12 (Lucrehold, Murder Hole, Embalming Fluid, Scenario, Wayfarer): 1d4 + 4 + 2d4 + 2 + 2 + 2d6 ⇒ (3) + 4 + (1, 1) + 2 + 2 + (4, 5) = 22 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Old Salt (2) from his deck.
    AA: No targets to bury.
    Defeated.

    Murder Hole: Olenjack summons and encounters...

    Buccaneer:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    ⭐Veteran⭐

    Check
    Combat 8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 13 (Lucrehold, Murder Hole, Embalming Fluid, Scenario, Wayfarer): 1d4 + 4 + 2d4 + 2 + 2 + 2d6 ⇒ (3) + 4 + (1, 1) + 2 + 2 + (5, 6) = 24 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Forensic Physician from his deck.
    Defeated.

    Olenjack recharges Compass to move to the Lucrehold, to help future players against Draugr Captains after Enora moves away.

    Olenjack ends his turn.
    Olenjack resets his hand; first returning all allies displayed to his power back to it.
    No flavour today.

    "

    Olenjack wrote:

    Hand: Razorglass Knife, Lucky Rifle +2, Delve, Embalming Fluid, Heartbreak Hinsin, Old Salt, Master of the Gales, Blessing of the Savored Sting,

    Displayed:
    Deck: 11 Discard: 1 Buried: 3
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 7
    NOTES:
    Available Support: Razorglass Knife - Freely recharge to add 2d4 to a local combat check using a weapon
    Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check after the roll
    Blessing of the Savored Sting - Discard to add the highest of 1d4/1d6/1d8/1d10 to any check
    Other: Neat; don't forget that the Lucrehold remains occupied!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ederleigh Baines, The Viper, Blessing of Wadjet, Blessing of Kofusachi, Crossbow of Retribution
    Recharged: Wyvern Poison (Core), Wayfinder, Steel Ibis Lamellar, Old Salt (2), Forensic Physician, Compass,
    Discard Pile: Blessing of the Gods,
    Buried Pile: Robe of Items, Wayfarer, Royster McCleagh,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    LOOT: Valet -> Ederleigh Baines
    LOOT: Venture-Captain -> Master of the Gales
    LOOT: Alchemical Cartridges -> Immortal Dreamstone
    LOOT: Venomous Heavy Crossbow +2 -> Crossbow of Retribution

    A tricky set of scenario powers... I like it!

    Olenjack draws his starting hand. Once he confirms that he has drawn a card of his Favored Type, he will also draw 2 additional cards from the Adventure 3 reward.

    "

    Olenjack wrote:

    Hand: Razorglass Knife, Lucky Rifle +2, Steal Soul, Steel Ibis Lamellar, Wyvern Poison (Core), Robe of Items, Embalming Fluid, Old Salt, Wayfarer, Blessing of Kofusachi,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 7
    NOTES:
    Available Support: Razorglass Knife - Freely recharge to add 2d4 to a local combat check using a weapon
    Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check after the roll
    Other: At the start of Olenjack's first turn, he'll give Steal Soul to whomever requests it (defaulting to Enora if nobody explicitly asks).

    If the henchman at the Lucrehold is defeated before or during Enora's turn, then Olenjack will display Steal Soul himself on its defeat, since he probably won't have the chance to hand it off if Enora moves.

    If the hour has a Constitution CtA: Olenjack will recharge Blessing of Kofusachi to search and draw Wayfinder from his deck.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Master of the Gales, Ederleigh Baines, Immortal Dreamstone, Blessing of the Savored Sting, Delve, Old Salt (2), Crossbow of Retribution, Wayfinder, Blessing of Wadjet, The Viper, Forensic Physician, Compass
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "

    At the start of the first turn, Olenjack examines the top 2 cards of Fort Hazard, and switches their order.

    Fort Hazard Card 2 (Now on top):
    Cannon Golem
    Henchman Monster 6
    Traits
    Construct
    Golem

    Check
    Combat
    24

    Powers
    You may not play spells that have the Attack trait.
    Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
    If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    5-6C: Paths in the Sky - Olenjack Rewards

    Tier Progression: (6.4) Olenjack gains a Hero Point.
    Olenjack stores the Hero Point.

    Olenjack now has 7 Hero Points.

    Scenario Reward: I might take the Crossbow of Retribution over my Venomous one, sometimes. If the henchmen/villains look Poison-immune or primarily Human, for example.

    ...wait, are there even likely to be many/any Human villains left in this AP? It seems weird to give us a mediocre ranged weapon as loot that's only notable quality is being anti-Human if they don't give us some actual unusually powerful humans to fight... right?

    Banished Cards: Immortal Dreamstone/Alchemical Cartridges (Item), Delve (Spell), Steal Soul (Spell).

    I don't think it'll be contested, so Olenjack will take Spell 5 as a Deck Upgrade to re-gain Steal Soul (Ultimate Equipment).

    Olenjack replaces the following Empty Card Slots...

  • Empty Spell Slot with Delve (Ultimate Equipment, Spell 2).
  • Empty Item Slot with Alchemical Cartridges (Gunslinger Class Deck, Item 0).


  • Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Sorry for the delay with my turn. It's a busy time to be working in IT...

    OFF-TURN:
    Enora's Turn: Olenjack draws Blessing of Wadjet.
    Pass on attempting Treasure Hunt.

    ========================

    Olenjack starts his turn.
    Blessing of the Gods discarded from the blessings deck.

    Olenjack moves with everyone to the Windward Isle.
    Windward Isle: Olenjack draws Razorglass Knife; all other characters may also draw a card.
    Olenjack takes his free exploration.

    Windward Isle Card 1 - Bottled Lightning: Bottled Lightning:

    Item 5
    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Intelligence 11 (Maznar, Blessing of Wadjet): 1d8 + 2d4 ⇒ (1) + (1, 3) = 5 -> Fail.
    Banished.

    Olenjack discards Wayfinder to examine the top card of his location...

    Windward Isle Card 2: Humanbane Crossbow +2:

    Weapon 3
    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Olenjack explores with the Wayfinder's power.
    Dexterity 11 (Maznar, Blessing of Wadjet): 1d8 + 4 + 2d4 ⇒ (6) + 4 + (3, 1) = 14 -> Pass.
    Acquired.
    Defeated.
    Banished.

    Olenjack recharges The Viper to exchange Wyvern Poison (Core) in his hand with Robe of Items from his discards.
    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Embalming Fluid from his deck and discards. At least one was from his deck, so his deck is shuffled.

    Olenjack discards Wayfinder to examine the top card of his location...

    Windward Isle Card 3: Lightning Elemental:

    Henchman Monster 3
    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Olenjack shuffles the location, then explores with the Wayfinder's power.
    Card #: 1d7 + 2 ⇒ (7) + 2 = 9
    Windward Isle Card 9 - Hull Damage: Hull Damage:

    Barrier 1
    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Hm; requesting that Agna discard Blessing of Abadar to bless twice.
    Intelligence 12 (Blessed*2, Maznar): 3d8 + 1d4 ⇒ (3, 3, 6) + (2) = 14 -> Pass.
    Defeated.

    Olenjack co-ordinates with captain Jirelle to ensure that no stone is left unturned as they hunt down and destroy the physical forms of each lightning elemental they can find. Maznar remains at the bridge of the vessel, focusing entirely on his weather-controlling magic, wresting control of the winds back to the crew's favor bit by bit as the chain of elementals falls apart under the strange weaponry of the Onigumo, modified so extensively by Enora.

    A stray bolt of lightning collides with the Onigumo; rendering much of its weaponry inert and damaging a part of the hull; the latter reported by Agna as she runs to the bridge where Olenjack and Jirelle oversee the situation. Captain Jirelle orders Enora to get to work bringing the weapons back to working shape, whilst Olenjack hand-picks a crew to work on repairing the hull, delegating Agna to oversee the operations and make sure no fractures are left without patches.

    Olenjack discards Compass to explore again.
    Card #: 1d6 + 2 ⇒ (5) + 2 = 7

    Windward Isle Card 7: Giant Sea Anemone:

    Monster 5
    Traits
    Animal
    Aquatic

    Check
    Combat
    20

    Powers
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    Won't attempt the Wisdom check to evade.
    This is the ideal time of the scenario (right before the end) to use Razorglass Knife to it's full potential...

    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Razorglass Knife: Olenjack buries Merrill Pegsworthy, Baby Triceratops, Wyvern Poison (Core) from his discards to add 6d4 to his combat check.
    Combat/Dexterity 20 (Maznar, Razorglass Knife, Arcane Cannonade): 1d8 + 4 + 2d4 + 2 + 1d4 + 6d4 + 1d6 ⇒ (2) + 4 + (2, 3) + 2 + (3) + (3, 1, 2, 4, 2, 2) + (5) = 35 -> Pass.
    Defeated; Olenjack displays Steal Soul.

    As the ship blasts strange, floating monsters from their path, Olenjack feels the curious dreamstone he'd swiped days ago stir in his concealed pocket. Turning away from Jirelle, he brings it out and peers into it's curiously-deep, translucent insides. Light seems to bleed through the corners of its delicate cutting... or is light falling into the rock?

    Perhaps he should have Enora have a look at it after all. As long as she doesn't question where he got it. He must admit, though, it's continued presence close to his heart - the odd mental whispers aside - is... invigorating.

    My explorations are beginning to run low, so I'll now take Jirelle up on her offer.
    Jirelle discards Magic Spyglass to examine the top 3 cards of the Windward Isle...

    Card # {3,4,5,6,8}: 1d5 ⇒ 2
    Card # {3,5,6,8}: 1d4 ⇒ 2
    Card # {3,6,8}: 1d3 ⇒ 3

    Windward Isle Card 4: Cut-Throat Grok:

    Ally 1
    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Windward Isle Card 5: Alkali Flask:

    Item 4
    Traits
    Liquid
    Attack
    Acid
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Windward Isle Card 8: Zul:

    Weapon 2
    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill +1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

    Well, I was lucky enough to examine literally every remaining boon; and none are worth grabbing.

    For the sake of argument, I'll return them in the following order...
    Cut-Throat Grok
    Zul
    Alkali Flask

    Distributing weapons, potions and their stocks of alchemical grenades among the crew, Olenjack hurries back and forth above and below decks as the storms continue to clear, until Jirelle gives the order to prepare for combat against the skeletal dragon - just as the creature once again notices the Onigumo amidst the clearing storm-clouds.

    Well, no point in continuing to look for boons; so let's try my luck against the villain.

    Onigumo: Olenjack recharges Blessing of Wadjet to move Onigumo and himself to the Coastline, examining the villain on top of the location.

    Olenjack discards Wayfarer to explore his location, adding 2d6 to all checks during this exploration.

    Coastline Card 1 - Brinebones: Brinebones:

    Villain Monster 6
    Traits
    Undead
    Dragon
    Aquatic

    Check
    Combat
    32
    THEN
    Combat
    32

    Powers
    Brinebones is immune to the Electricity, Mental, and Poison traits.
    Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

    Villain Step: All other characters may attempt to guard the Windward Isle.
    Olenjack does not have any support to provide for the guarding checks.
    Olenjack will place his encounter with the villain in spoilers below, assuming no support from the party is available to him.

    Villain Encounter:
    BA: Random Location: 1d2 ⇒ 1 -> Olenjack must attempt a Dexterity 14 check.
    Dexterity 14 (Steal Soul, Wayfarer): 1d8 + 4 + 1d4 + 2d6 ⇒ (6) + 4 + (1) + (5, 2) = 18 -> Pass; Olenjack takes 2 Electricity damage but reveals Steel Ibis Lamellar to reduce the damage dealt by 3, to 0.

    Combat Check #1: Olenjack reveals Humanbane Crossbow +2 to use Dexterity +1d10+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Embalming Fluid ignores Brinebones's immunities to Poison.
    Olenjack recharges Steel Ibis Lamellar to add another 1d6 to his Dexterity check.
    I won't have any blessings used; my odds are deceptively high already thanks to so many stacked d6s and d4s on this exploration, and it leaves me more post-roll options by not using a blessing. Blessing of Maat can add 3 post-roll, my Blessing of the Savored Sting can let me reroll and bless twice and our ship lets me pass on a 30. Then I still have Hero Point and Paizo rerolls as needed.

    Combat/Dexterity 32 (Embalming Fluid, Steel Ibis Lamellar, Steal Soul, Wayfarer, Arcane Cannonade): 1d8 + 4 + 1d10 + 2 + 2 + 1d6 + 1d4 + 2d6 + 1d6 ⇒ (7) + 4 + (10) + 2 + 2 + (1) + (4) + (2, 1) + (3) = 36 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Forensic Physician from his deck.

    Time to go all-out on the second, though I'll still pass on blessings since my Blessing of the Savored Sting is better (and doesn't quite work like 'freely' does post-Core).

    Combat Check #2: Olenjack reveals Humanbane Crossbow +2 to use Dexterity +1d10+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Embalming Fluid ignores Brinebones's immunities to Poison.
    Olenjack freely recharges Razorglass Knife to add 2d4 to his combat check.
    Olenjack recharges Old Salt to add 6.

    Combat/Dexterity 32 (Embalming Fluid, Razorglass Knife, Old Salt, Steal Soul, Wayfarer, Arcane Cannonade): 1d8 + 4 + 1d10 + 2 + 2 + 2d4 + 6 + 1d4 + 2d6 + 1d6 ⇒ (1) + 4 + (9) + 2 + 2 + (3, 3) + 6 + (4) + (5, 3) + (1) = 43 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Old Salt (2) from his deck.
    Defeated; no blessings needed at all. :)

    Assuming Windward Isle was guarded by any 1 character; we win!
    If so: Olenjack banishes Steal Soul.

    Olenjack wrote:

    Hand: Humanbane Crossbow +2, Embalming Fluid, Blessing of the Savored Sting,

    Displayed: Steal Soul,
    Deck: 14 Discard: 4 Buried: 3
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    On Jirelle's turn, I do indeed recharge Wayfinder and draw Delve.

    ========================

    Olenjack starts his turn.
    Blessing of the Gods discarded from the blessings deck.

    Olenjack moves to the Windward Isle with everyone but Maznar.
    Windward Isle: Olenjack draws Compass, and everyone else but Maznar may draw a card.

    Onigumo: Olenjack recharges Venomous Heavy Crossbow +2 to move to the Widowmaker Isle, then examine the top card of his location...

    Widowmaker Isle Card 1: Hurricane Winds:

    Henchman Barrier 3
    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Nope.

    Onigumo: Olenjack recharges Wyvern Poison (Core) to move back to the Windward Isle. The top card is already examined.
    Windward Isle: Olenjack draws Steel Ibis Lamellar.

    Onigumo: Olenjack recharges Compass to move to Tempest Cay, then examines the top card of his location...

    Tempest Cay Card 1: Tetrolimulus:

    Monster 5
    Traits
    Animal
    Aquatic

    Check
    Combat
    23

    Powers
    If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
    If undefeated, reset your hand and end your turn.

    Olenjack takes his free exploration.

    Tempest Cay Card 1: Tetrolimulus:

    Monster 5
    Traits
    Animal
    Aquatic

    Check
    Combat
    23

    Powers
    If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
    If undefeated, reset your hand and end your turn.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Olenjack recharges Old Salt to add 6.
    Combat/Dexterity 23 (Embalming Fluid, Old Salt): 1d8 + 4 + 1d12 + 2 + 2 + 6 ⇒ (7) + 4 + (7) + 2 + 2 + 6 = 28 -> Pass, but Tetrolimus forces a reroll.
    Combat/Dexterity 23 (Embalming Fluid, Old Salt): 1d8 + 4 + 1d12 + 2 + 2 + 6 ⇒ (4) + 4 + (9) + 2 + 2 + 6 = 27 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Forensic Physician from his deck.
    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Tempest Cay Card 2: Jagged Shoals:

    Barrier 3
    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Eh; I reveal Ederleigh Baines to automatically pass my check to defeat an Obstacle barrier.
    Ederleigh Baines: 1d6 ⇒ 6 -> No downside.
    Defeated.

    Olenjack discards Slip to examine the top card of his location...

    Tempest Cay Card 3: Righteousness:

    Spell 5
    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Slip: Olenjack doesn't make a check against Slip, so Righteousness is placed on the bottom of the location and then he explores...
    Tempest Cay Card 4: Albatross Soup:

    Barrier 5
    Traits
    Task

    Check
    Constitution
    Fortitude
    15

    Powers
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Before the Encounter (5D Reward): Olenjack buries Blessing of Kofusachi and recharges Robe of Items from his deck.
    Albatross Soup: Olenjack banishes Rosie Cusswell to evade and banish Albatross Soup.

    Olenjack sends Delve to Recovery to search and draw Robe of Items from his deck. Deck shuffled.
    Olenjack does not have the Arcane or Divine skill; Delve will be banished from Recovery at the end of the turn.

    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Wyvern Poison (Core) from his deck. His deck is shuffled.

    Olenjack discards Compass to explore again.

    Tempest Cay Card 5: Manticore:

    Monster 3
    Traits
    Aberration
    Manticore

    Check
    Combat
    12

    Powers
    Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

    BA: Random Character (Turn order starting from Maznar): 1d5 ⇒ 5 Olenjack suffers 1d4 + 1 ⇒ (4) + 1 = 5 Ranged Combat Damage; Olenjack reveals Steel Ibis Lamellar to reduce the damage taken by 3, to 2, then discards Wyvern Poison (Core) and Wayfinder to damage.
    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 12 (Embalming Fluid): 1d8 + 4 + 1d12 + 2 + 2 ⇒ (2) + 4 + (6) + 2 + 2 = 16 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Wayfarer from his deck.
    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Tempest Cay Card 6: Merrill Pegsworthy:

    Ally 2
    Traits
    Human
    Fighter
    Captain
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    8

    Powers
    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.

    Diplomacy 8: 1d10 + 5 ⇒ (10) + 5 = 15 -> Pass.
    Acquired.

    Olenjack discards Merrill Pegsworthy to explore again, adding the Swashbuckling trait to non-combat checks during this exploration.

    Tempest Cay Card 7: Benevolent Buckler:

    Armor 1
    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Constitution 5: 1d6 ⇒ 6 -> Pass, surprisingly.
    Acquired.

    Olenjack recharges The Viper to exchange Embalming Fluid in his hand with Robe of Items from his discards.

    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Embalming Fluid from his discards.

    Olenjack discards Compass to explore again.

    Tempest Cay Card 8: Wall of Fire:

    Spell 3
    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Still no henchman, huh?
    Autofail.
    Banished.

    Onigumo: Olenjack recharges Wayfinder to move to the Windward Isle. The top card is already known.
    Windward Isle: Olenjack draws Forensic Physician.

    Onigumo: Olenjack recharges Embalming Fluid to move to the Widowmaker Isle again, then examine the top card of his location...

    Widowmaker Isle Card 1: Hurricane Winds:

    Henchman Barrier 3
    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Olenjack reveals Forensic Physician to heal himself 1d4 + 1 ⇒ (1) + 1 = 2 cards.
    Olenjack is healed for 2: (Slip, Wyvern Poison (Core)). Deck shuffled.
    Forensic Physician is discarded.

    Olenjack discards Baby Triceratops to explore again.

    Widowmaker Isle Card 1: Hurricane Winds:

    Henchman Barrier 3
    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    As anticlimactic as it is; I reveal Ederleigh Baines to automatically pass my check to defeat an Obstacle barrier.
    Ederleigh Baines: 1d6 ⇒ 3 -> No downside.
    Defeated.

    Olenjack attempts to close the Widowmaker Isle; summoning and encountering...

    Enemy Ship:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Random Ship: 1d22 ⇒ 19
    Magpie Princess:
    Magpie Princess
    Ship P
    Class 6

    Check to Defeat/i]
    Dexterity/Acrobatics 10
    OR
    Wisdom Survival 8

    [i]When Encountered
    Before you act, each character at this location must bury a card.

    When Commanding
    Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
    If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.

    Check to Repair
    Craft 6

    When Commanding Wrecked
    At the start of your turn, roll 1d4; on a 1, bury a card.

    BA: Olenjack buries Benevolent Buckler.
    Olenjack recharges Old Salt (2) to add 6.
    Dexterity 10+3 (Widowmaker Isle, Old Salt): 1d8 + 4 + 6 + 2 ⇒ (5) + 4 + 6 + 2 = 17 -> Pass.
    Ship Defeated: Olenjack seizes the Magpie Princess (and also checks it off his Chronicle Sheet).
    Plunder: 1d6 ⇒ 1 -> A random Weapon is added as Plunder.
    Enemy Ship defeated.

    Widowmaker Isle closed; Olenjack recharges Forensic Physician.

    Baby Triceratops: Olenjack buries Ederleigh Baines, reluctantly.

    Onigumo: Olenjack recharges Lucky Rifle +2 to move to Tempest Cay again, then examine the top card of his location...

    Tempest Cay Card 9: Coral Capuchin:

    Ally 1
    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

    Powers
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Olenjack ends his turn.
    Olenjack resets his hand.
    No flavour today.

    "

    Olenjack wrote:

    Hand: Steal Soul, Steel Ibis Lamellar, Wayfinder, Wyvern Poison (Core), The Viper, Wayfarer, Old Salt, Blessing of the Savored Sting,

    Displayed:
    Deck: 9 Discard: 4 Buried: 3
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Steal Soul - If we've acquired a Spell 5/6 this game, then it will be displayed as soon as a local monster is defeated. Otherwise I'll look to hand it off.
    Wayfinder - Move to a location, and examine the top 2 cards
    Onigumo + anything - Move to a location, and examine the top 1 card
    Blessing of the Savored Sting - Add the highest of a 1d4/1d6/1d8/1d10 roll to any check
    Movement: Move to/from the Windward Isle when available to do so.
    Other: Unfortunately, I lack a weapon - I'd banked on redrawing either my Crossbow or Knife. Not a big deal, though, as I can probably draw one with enough visits to the Windward Isle, which I can even do on my own with Onigumo if I have to.

    That said, if anyone has a spare Dexterity weapon, I'll happily accept it.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Razorglass Knife, Blessing of Wadjet, Venomous Heavy Crossbow +2, Slip, Embalming Fluid, Master of the Gales
    Recharged: Old Salt (2), Forensic Physician, Lucky Rifle +2,
    Discard Pile: Robe of Items, Merrill Pegsworthy, Compass, Baby Triceratops,
    Buried Pile: Blessing of Kofusachi, Benevolent Buckler, Ederleigh Baines,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "

    Agna, Jirelle and Enora may draw a card, and are currently at the Windward Isle.
    Onigumo and Olenjack are at the Tempest Cay.
    Magpie Princess is our current ship, and a Weapon was added to Plunder.
    Widowmaker Isle is closed; Tempest Cay is almost entirely empty of cards (with the top and bottom cards known/examined).


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    LOOT: Valet -> Ederleigh Baines
    LOOT: Venture-Captain -> Master of the Gales
    LOOT: Alchemical Cartridges -> Immortal Dreamstone

    Holy Isle AND Windward Isle? Neat. This barge requires a little bit of extra thought and does limit some of our tricks, but we still have ship-movement. Sort of.

    Olenjack starts at the Rocky Cliff and will always move to/from the Windward Isle with ship-movement for now.

    Olenjack draws his starting hand. Once he confirms that he has drawn a card of his Favored Type, he will also draw 2 additional cards from the Adventure 3 reward.

    Olenjack wrote:

    Hand: Lucky Rifle +2, Venomous Heavy Crossbow +2, Wyvern Poison (Core), Wayfinder, Immortal Dreamstone, Embalming Fluid, Ederleigh Baines, The Viper, Old Salt (2), Old Salt,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6

    At the start of the first turn; Olenjack banishes Immortal Dreamstone to draw 3 random allies...

    Random Ally 1: Baby Triceratops:

    Ally 6
    Traits
    Animal

    Check
    Wisdom
    Survival
    13

    Powers
    Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

    Random Ally 2: Rosie Cusswell:

    Ally 1
    Traits
    Halfling
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Ally 3: Slip:

    Ally 3
    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    "

    Olenjack wrote:

    Hand: Lucky Rifle +2, Venomous Heavy Crossbow +2, Wyvern Poison (Core), Wayfinder, Embalming Fluid, Ederleigh Baines, The Viper, Old Salt (2), Old Salt, Baby Triceratops, Rosie Cusswell, Slip,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Lucky Rifle +2 - Bury to add 1d4+1 to a distant combat check post-roll
    Wayfinder - Move to a location, and examine the top 2 cards
    Movement: Move to/from the Windward Isle when available to do so.
    Other: Neat, already got an Ally 6!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Compass, Master of the Gales, Robe of Items, Wayfarer, Blessing of Wadjet, Delve, Blessing of the Savored Sting, Steal Soul, Forensic Physician, Razorglass Knife, Steel Ibis Lamellar, Blessing of Kofusachi
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    5-6B: Withering Heist - Olenjack Rewards

    Tier Progression: (6.3) Olenjack gains a Hero Point.
    Olenjack expends the Hero Point to check off the following Power Feat...
    [X] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    One of the most underwhelming power feats I've had to spend in recent memory. Nothing Olenjack has left to take is very good, and this is underwhelming - I don't carry many Blessings, and it only works on my blessings played on my checks of a certain type, and I have adequate self-healing anyway.

    But it is, technically, better than nothing.

    Olenjack still has 6 Hero Points.

    Scenario Reward: I'm interested in the Loot Ally, though it'd depend on the scenario. That staff is super sweet, though, especially for Enora who heals her discarded spells so easily.

    Banished Cards: Immortal Dreamstone/Alchemical Cartridges (Item), Delve (Spell), Ederleigh Baines/Valet (Ally).

    No Deck Upgrade requests.

    Olenjack replaces the following Empty Card Slots...

  • Empty Spell Slot with Delve (Ultimate Equipment, Spell 2).
  • Empty Item Slot with Alchemical Cartridges (Gunslinger Class Deck, Item 0).
  • Empty Ally Slot with Valet (Ultimate Equipment, Ally 3).


  • Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Resuming Turn.

    Olenjack had a vague idea of how to handle Enora's strange weapon systems - he or his underlings had procured many of the components of it for her, and signed off on its assembly.

    How hard could it be? Point, activate, and giant Oni get killed... "theoretically", in her words, at least.

    BA: Olenjack takes 1d4 ⇒ 4 Electricity damage (ugh!), and discards Old Salt (2), Joseph 'Jack' Scrimshaw, Old Salt and Besmaran Priest to damage. Worst-case scenario, then.

    I'll keep Razorglass Knife in hand over Old Salt since I'm almost completely out of cards, and I need to keep 2 weapons in case this BA check fails. Agna discards Blessing of the Everbloom to bless Olenjack's BA twice. If she randomly discarded it to her BA, then Jirelle discards Blessing of Droskar for the same outcome. If both randomly discarded those precise cards... then I accept a single-blessing from someone and retcon appropriately.

    BA: Wisdom 13 (Maznar, Bless*2): 3d6 + 1d4 ⇒ (5, 6, 2) + (3) = 16 -> Pass. Huh, I even pass with a single blessing, unlikely as it is.

    BA: Olenjack automatically fails the Wisdom 13 check, and randomly discards Razorglass Knife. Phew, at least I have my better weapon.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reloads the displayed Wyvern Poison (Core) to add 1d12.
    Olenjack freely recharges Razorglass Knife to add 2d4.
    Maznar discards Blessing of Gorum 2 to bless.
    Maznar reveals an animal to add 1d4.
    Enora sends Coordinated Blast to Recovery freely to add 1d12+5.
    Enora sends Eagle Aerie to Recovery freely to add 1d8.
    Arcane Barrage adds 1d6.

    Combat/Dexterity 34 (Blessed, Ruined Amphitheater, Wyvern Poison (Core), Razorglass Knife, Maznar, Coordinated Blast, Eagle Aerie, Arcane Barrage): 2d8 + 4 + 1d12 + 2 + 1d12 + 2d4 + 1d4 + 1d12 + 5 + 1d8 + 1d6 ⇒ (7, 6) + 4 + (12) + 2 + (4) + (3, 2) + (2) + (1) + 5 + (4) + (2) = 54 -> Just in case that was a fail, Olenjack could bury Lucky Rifle +2 to add 1d12 ⇒ 11 to the result, bringing the total to 65.
    Either way; very much a pass.
    Defeated.

    We win!

    Olenjack is flung straight off the controls by the sheer force of the barrage - a chain reaction of spell-like effects propagating from the strange weaponry, arcing towards the great wind Yai with a collection of staggered booms. Kurida calls the very elements to his aid, but they do little to stop the oncoming calamity that engulfs the oni.

    Olenjack wrote:

    Hand: Lucky Rifle +2,

    Displayed: Wyvern Poison (Core),
    Deck: 5 Discard: 12 Buried: 4
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack starts his turn.
    Blessing of Achaekek discarded from the blessings deck.

    Olenjack moves to the Windward Isle with everyone. Olenjack draws Razorglass Knife, and everyone else may draw a card.
    Scenario: Wisdom 9 (Maznar): 1d6 + 1d4 ⇒ (2) + (2) = 4 -> Failure, as expected. Olenjack randomly recharges , then moves... to his own location.
    Olenjack takes his free exploration.

    Windward Isle Card 1 - Alchemical Glue: Alchemical Glue:

    Item 1
    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

    Intelligence 7 (Maznar): 1d8 + 1d4 ⇒ (4) + (1) = 5 -> Pass.
    Banished.

    As per instructions, Jirelle discards Magic Spyglass to examine and re-order the top three cards as follows...
    Windward Isle Card 4: Kurida
    Windward Isle Card 2: Rotgut
    Windward Isle Card 3: Daughter of Imerta

    Time to finish this, then. Jirelle pseudo-heals herself, as per her notes last turn, then Olenjack discards Compass to explore again.

    Windward Isle Card 4: Kurida:

    Villain Monster 6
    Traits
    Giant
    Outsider
    Bard

    Check
    Combat
    31

    Powers
    When you encounter this card, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.
    Before you act, you are dealt 1d4 Electricity damage, then you must succeed at a Wisdom 13 check or discard a random card.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.

    When encountered: Each other character must make a Dexterity/Acrobatics 13 check or move randomly and discard randomly.

    I'd appreciate a lot of support here, especially Enora's Coordinated Blast. Also keep in mind (after the When-Encountered effect), Enora could also use Twisted Space to let any of us encounter it.

    Since I don't know what support's available until the When Encountered power resolves, I'm afraid I have to pause my turn.

    "

    Olenjack wrote:

    Hand: Lucky Rifle +2, Razorglass Knife, Joseph 'Jack' Scrimshaw, Old Salt, Besmaran Priest, Old Salt (2),

    Displayed: Wyvern Poison (Core),
    Deck: 5 Discard: 7 Buried: 4
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Other: Whilst my full capabilities will be limited by how much electricity damage I take, at the most I can roll 1d8+3d12+2d4+13+1d6 for combat without using powers or boons from any other player (besides Cannonade), which assumes I take 1 electricity damage and discard an ally after failing the BA. That's already around the 98.5% mark (a lot higher with a Hero Point reroll, and a ton higher still even with non-local support like blessings), but it drops lower if I take more than 1 electricity damage, and drops quite a lot lower if I fail the BA and randomly discard my Lucky Rifle.

    Whether Twisted Space should be used or not depends on the outcome of the ""When Encountered"" checks, first and foremost. If I can use assistance (and one of my two copies of Old Salt) to pass the BA check, I feel I'm a pretty good candidate for combat, due to my ability to add large static numbers and my high quality weapon.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: The Viper, Robe of Items, Wayfinder, Furious Broadsword +2, Arronax Endymion,
    Discard Pile: Blessing of Wadjet, Blessing of the Savored Sting, Forensic Physician, Venomous Heavy Crossbow +2, Venture-Captain, Embalming Fluid, Compass,
    Buried Pile: Wayfarer, Animated Shield, Blessing of Kofusachi, Steel Ibis Lamellar,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Agna's Turn: Olenjack makes a Dexterity 13 check against Galvo, and won't take the blessing (he has good armor).
    Dexterity 13 (Maznar): 1d8 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 -> Surprisingly close, but Olenjack fails and suffers 1d6 ⇒ 6 Electricity damage. Okay, ouch, but Olenjack will bury Steel Ibis Lamellar to reduce all damage dealt by 5 and then discard Embalming Fluid to damage.

    That's the first time this AP I've actually needed to bury (not reveal) that armor to protect me. Huh.
    Also, note that I could've taken the second check to acquire Tessa Fairwind from Agna, given my high Diplomacy, if she wanted to save the Emerald.

    Enora's turn: Olenjack draws Old Salt (2).

    Olenjack wrote:

    Hand: Lucky Rifle +2, Compass, Joseph 'Jack' Scrimshaw, Old Salt, Besmaran Priest, Arronax Endymion, Old Salt (2),

    Displayed: Wyvern Poison (Core),
    Deck: 5 Discard: 6 Buried: 4
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    "NOTES:
    Available Support: Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check post-roll
    Compass - Recharge to move to a location and examine the top card of it
    Movement: Move at the current player's choice; I'm happy covering one of the two remaining locations to Guard. I can add +12 to any of my own checks by displaying/recharging allies, so I should be able to guard any location fine."


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack starts his turn.
    Blessing of the Gods discarded from the blessings deck.

    Olenjack moves with Agna, Jirelle and Enora to the Lucrehold.
    Scenario: Wisdom 9 (Maznar): 1d6 + 1d4 ⇒ (6) + (1) = 7 -> Olenjack moves to the 1d3 ⇒ 3 Eye of Serenity with everyone, and randomly recharges Robe of Items. Ugh, annoying.

    Olenjack recharges Compass to move with everyone to the Windward Isle (drawing Wayfinder, everyone else may draw a card) then examines the top card of his location...

    Windward Isle Card 1: Shark-Eating Crab:

    Monster 4
    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    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.

    Olenjack recharges Wayfinder to move with everyone to the Hall of Champions, then examine the top 2 cards of his location...

    Hall of Champions Card 1: Furious Broadsword +2:

    Weapon 6
    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d6 rolled on this check is a 6, count it as a 7.

    Hall of Champions Card 2: Keen Falcata +1:

    Weapon 2
    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Olenjack takes his free exploration to encounter the Furious Broadsword +2.
    Olenjack recharges Old Salt (2) to add 6.
    Strength 13 (Hall of Champions, Old Salt, Maznar): 1d4 + 1d6 + 6 + 1d4 ⇒ (2) + (1) + 6 + (2) = 11 -> That's some low rolls, but Jirelle discards Blessing of Maat to add 3, bringing the total to 14; Pass.
    Acquired.

    Olenjack discards Blessing of Kofusachi to search and draw Robe of Items from his deck.
    Deck shuffled.

    Olenjack discards Robe of Items to search and draw Wayfinder and Compass from his deck. At least one was from his deck, so his deck is shuffled.

    Olenjack recharges The Viper to exchange Besmaran Priest in his hand with Forensic Physician from his discards.
    Olenjack reveals Forensic Physician to heal himself 1d4 + 1 ⇒ (3) + 1 = 4 cards.
    Olenjack is healed for 4: (Animated Shield, Venomous Heavy Crossbow +2, Arronax Endymion, Besmaran Priest). Deck shuffled.
    Forensic Physician is discarded.

    Ugh, missed all 3 of my blessings (including the Savored Sting) and my Robe of Items. Definitely precisely the worst 4 cards from my discards to get healed.

    Olenjack recharges Compass to move to the Eye of Serenity, then examine the top card of his location...

    Eye of Serenity Card 1: Erinyes Devil:

    Henchman Monster 5
    Traits
    Outsider
    Devil

    Check
    Combat
    19

    Powers
    The Erinyes Devil is Immune to the Fire and Poison traits.
    If you play a boon that has the Divine trait, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Olenjack examines an additional card from the location power...
    Eye of Serenity Card 2: Freezing Sphere:

    Spell 3
    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Olenjack discards Venture-Captain to explore his location, adding 2d6 to all non-combat checks during this exploration.

    Eye of Serenity Card 1: Erinyes Devil:

    Henchman Monster 5
    Traits
    Outsider
    Devil

    Check
    Combat
    19

    Powers
    The Erinyes Devil is Immune to the Fire and Poison traits.
    If you play a boon that has the Divine trait, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat: Olenjack reveals Razorglass Knife to use Dexterity +2d4+2.
    Razorglass Knife: Olenjack buries Blessing of Kofusachi from his discards to add 2d4 to his combat check.
    Enora reveals Binder's Tome.

    Combat/Dexterity 19 (Maznar, Binder's Tome, Arcane Cannonade): 1d8 + 4 + 2d4 + 2 + 2d4 + 1d4 + 1d4 + 1d6 ⇒ (2) + 4 + (2, 2) + 2 + (3, 1) + (3) + (2) + (4) = 25 -> Pass.
    Defeated.

    Olenjack attempts to close the Eye of Serenity by encountering...

    Summoned: Cyclops Oracle:
    Cyclops Oracle
    Henchman Monster 4

    Traits
    Giant
    Cyclops
    Oracle

    Check
    Combat
    20

    Powers
    Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1.
    Damage dealt by the Cyclops Oracle is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BA: Olenjack examines and recharges Old Salt (2), discards Venomous Heavy Crossbow +2 and buries Animated Shield.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Olenjack freely recharges Razorglass Knife to add 2d4.
    Combat/Dexterity 20 (Embalming Fluid, Maznar, Razorglass Knife, Arcane Cannonade): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 + 2d4 + 1d6 ⇒ (8) + 4 + (6) + 2 + 2 + (1) + (3, 4) + (1) = 31 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges The Viper from his deck.
    Defeated.

    No villain found - Eye of Serenity is closed! Olenjack recharges Robe of Items from his discards.

    Olenjack recharges Wayfinder to move to the Windward Isle (drawing Old Salt, everyone else may draw a card), then examine the top 2 cards of his location...

    Windward Isle Card 1: Shark-Eating Crab:

    Monster 4
    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    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.

    Windward Isle Card 2: Alchemical Glue:

    Item 1
    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

    I could have explored a lot more if I'd used the Viper to re-gather Robe of Items, but I was hopeful for a good heal instead given my deck size was beginning to run low-ish.

    Olenjack ends his turn.
    Eagle Aerie: Olenjack recharges Furious Broadsword +2 to move with everyone to the Theater of Corruption.

    Olenjack resets his hand.
    No flavour today.

    "

    Olenjack wrote:

    Hand: Lucky Rifle +2, Steel Ibis Lamellar, Embalming Fluid, Compass, Joseph 'Jack' Scrimshaw, Old Salt, Besmaran Priest, Arronax Endymion,

    Displayed: Wyvern Poison (Core),
    Deck: 6 Discard: 5 Buried: 3
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check post-roll
    Compass - Recharge to move to a location and examine the top card of it
    Movement: Move at the current player's choice; I'm happy covering one of the two remaining locations to Guard. I can add +12 to any of my own checks by displaying/recharging allies, so I should be able to guard any location fine.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Old Salt (2), Razorglass Knife, The Viper, Robe of Items, Wayfinder, Furious Broadsword +2,
    Discard Pile: Blessing of Wadjet, Blessing of the Savored Sting, Forensic Physician, Venomous Heavy Crossbow +2, Venture-Captain,
    Buried Pile: Wayfarer, Animated Shield, Blessing of Kofusachi,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "

    Jirelle discarded Blessing of Maat.
    Everyone can draw up to 2 cards from Windward Isle movement.
    Everyone is at the Theater of Corruption.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Agna's Turn: Olenjack draws Compass (Windward Isle).
    Enora's Turn: Olenjack draws Old Salt (Windward Isle).

    Jirelle's Turn (Villain Encounter): Whilst it could turn out for the best, I'd much rather not discard a random card and potentially lose my Robe of Items, so Olenjack recharges Old Salt to add 6, and takes his check before Maznar does his.
    Dexterity 13 (Maznar, Old Salt): 1d8 + 4 + 6 + 1d4 ⇒ (8) + 4 + 6 + (4) = 22 -> Pass. Olenjack draws The Viper (Hall of Champions).

    At the end of Jirelle's Turn, Olenjack moves with her to the Windward Isle, and draws Old Salt (2).

    My turn will be posted separately later today, hopefully in the next hour or two.

    Olenjack wrote:

    Hand: Lucky Rifle +2, Razorglass Knife, Steel Ibis Lamellar, Embalming Fluid, Robe of Items, Besmaran Priest, Venture-Captain, Blessing of Kofusachi, Compass, The Viper, Old Salt (2),

    Displayed: Wyvern Poison (Core),
    Deck: 3 Discard: 6 Buried: 1
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Other: What an excellent hand!"


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack takes his free exploration.

    Eye of Serenity Card 1: Blessing of Gorum:

    Blessing B
    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Strength 4: 1d4 ⇒ 1 -> Fail.
    Banished.

    Olenjack discards Arronax Endymion to explore again, adding the Swashbuckling trait to combat checks during this exploration.

    Eye of Serenity Card 2: Marine:

    Monster B
    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    I didn't immediately realize that I don't have a simple means of adding Poison to my combat checks, for once, unless I reload my Wyvern Poison which will mess up my draws. But I have got multiple weapons, so...
    Combat: Olenjack reveals and additionally discards Venomous Heavy Crossbow +2 to use Dexterity +1d10+2+1d12 and add the Poison trait.
    Combat/Dexterity 14 (Embalming Fluid, Maznar): 1d8 + 4 + 1d10 + 2 + 1d12 + 1d4 ⇒ (2) + 4 + (8) + 2 + (9) + (3) = 28 -> Pass.
    Defeated.
    Enora displays Steal Soul.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Eye of Serenity Card 3: Ring of Regeneration:

    Item 5
    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    Divine
    11

    Powers
    At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
    At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

    This card originated from S&S? Why do I remember this box set so badly?
    Well, it's solid, but still only an Item 5. Olenjack fails.

    Banished.

    50% chance of finding a spell, 50% of finding a story bane - which I don't intend to close off of anyway. Time to move.

    Olenjack recharges Wayfinder to move with everyone to the Windward Isle.
    Windward Isle: Olenjack draws Embalming Fluid. (Ugh, 4/6 cards in my deck would directly or indirectly let me move, and I drew one that wouldn't.)
    All other characters may draw a card.
    Wayfinder: Olenjack then examine the top 2 cards of his location...

    Windward Isle Card 1: Kapre:

    Monster 5
    Traits
    Plant

    Check
    Combat
    20

    Powers
    The Kapre is immune to the Mental and Poison traits.
    You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
    Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

    Windward Isle Card 2: Assassination Attempt:

    Barrier 6
    Traits
    Skirmish

    Check
    None

    Powers
    Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
    After you act, summon and encounter a Buccaneer henchman.

    And it looks like I got super lucky anyway; that Kapre may let me move away!

    Maznar now has an animal in hand, as per Google Hangouts, so moving on.

    Olenjack discards Joseph 'Jack' Scrimshaw to explore again, adding the Swashbuckling trait to combat checks during this exploration.

    Windward Isle Card 1: Kapre:

    Monster 5
    Traits
    Plant

    Check
    Combat
    20

    Powers
    The Kapre is immune to the Mental and Poison traits.
    You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
    Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

    (Attempting to) Apply Evasion Effects (which is before Before Acting)...
    Diplomacy 12 (Maznar): 1d10 + 5 + 1d4 ⇒ (3) + 5 + (4) = 12 -> Pass; thanks Maznar!
    Kapre is evaded and is moved to the bottom of the Windward Isle, and Olenjack moves with the party to 1d7 ⇒ 6 Eye of Serenity. Ugh!

    I was hoping to avoid this; I don't like burying this ally, but I'm not ending my turn massively over my hand size when I have a lot of explorations to go.

    Olenjack buries Wayfarer to move with the party to Windward Isle.
    Windward Isle: Olenjack draws Delve.
    All other characters may draw a card.

    Olenjack sends Delve to Recovery to search and draw Robe of Items from his deck. Deck shuffled.
    Olenjack does not have the Arcane or Divine skill; Delve will be banished from Recovery at the end of the turn.

    Olenjack discards Robe of Items to search and draw Wayfinder and Compass from his deck. At least one was from his deck, so his deck is shuffled.

    Olenjack recharges Compass to move to the Lucrehold with the party, then examine the top card of his location...

    Lucrehold Card 1: Sabotage:

    Barrier 5
    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Olenjack discards Wayfinder to examine the top card of his location (Sabotage).
    Olenjack shuffles the location, then explores with the Wayfinder's power.
    Card #: 1d10 ⇒ 5

    Lucrehold Card 5: Animated Shield:

    Armor 4
    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Constitution 7 (Maznar): 1d6 + 1d4 ⇒ (3) + (4) = 7 -> Pass.
    Acquired.

    Olenjack recharges The Viper to exchange Embalming Fluid in his hand with Robe of Items from his discards.

    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Embalming Fluid from his deck and discards. At least one was from his deck, so his deck is shuffled.

    Olenjack discards Wayfinder to examine the top card of his location...
    Card # (Reroll 5): 1d10 ⇒ 5
    Card # (Reroll 5): 1d10 ⇒ 10

    Lucrehold Card 10: Magaav Assassin:

    Henchman Monster 6
    Traits
    Outsider
    Devil

    Check
    Combat
    25

    Powers
    The Magaav Assassin is immune to the Fire and Poison traits.
    Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
    When you are dealt damage and would discard cards, bury them instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Olenjack explores with the Wayfinder's power.
    BA: Choose to fail.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack freely recharges Razorglass Knife to add 2d4 (the Transition Guide turns all powers like this on weapons into 'free' plays).
    Olenjack recharges Old Salt (2) to add 6.

    Combat/Dexterity 25 (Maznar, Razorglass Knife, Old Salt): 1d8 + 4 + 1d12 + 2 + 1d4 + 2d4 + 6 ⇒ (1) + 4 + (5) + 2 + (2) + (2, 1) + 6 = 23 -> I'm surprised I managed to fail that; perhaps I should've thrown my discard pile at the check with Razorglass Knife after all. Oh well; Olenjack discards Blessing of the Savored Sting to reroll the dice and bless the rerolled check twice.
    Combat/Dexterity 25 (Maznar, Razorglass Knife, Old Salt, Bless*2): 3d8 + 4 + 1d12 + 2 + 1d4 + 2d4 + 6 ⇒ (1, 4, 4) + 4 + (10) + 2 + (1) + (2, 1) + 6 = 35 -> Pass.
    Defeated.

    Olenjack banishes Ederleigh Baines to close Lucrehold!

    Olenjack recharges Compass to move to the Windward Isle with everyone who chooses to.
    Windward Isle: Olenjack draws Besmaran Priest. Not The Viper, so not particularly meaningful, but oh well.

    Olenjack reveals Forensic Physician to heal himself 1d4 + 1 ⇒ (2) + 1 = 3 cards.
    Olenjack is healed for 3: (Wayfinder, Joseph 'Jack' Scrimshaw, Robe of Items). Deck shuffled.
    Forensic Physician is discarded.

    Olenjack displays Wyvern Poison (Core).

    Olenjack ends his turn.
    Olenjack resets his hand, choosing to discard Animated Shield (I'm intentionally discarding it, not recharging it).
    No flavour today.

    "

    Olenjack wrote:

    Hand: Lucky Rifle +2, Razorglass Knife, Steel Ibis Lamellar, Embalming Fluid, Robe of Items, Besmaran Priest, Venture-Captain, Blessing of Kofusachi,

    Displayed: Wyvern Poison (Core),
    Deck: 6 Discard: 6 Buried: 1
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Wayfinder (via Robe of Items) - Move to a location and examine the top 2 cards of it
    Compass (via Robe of Items) - Move to a location and examine the top card of it
    Blessing of Kofusachi (only if the hour has a Constitution CtA) - Recharge to bless a check
    Movement: Move with Maznar, or as otherwise instructed.
    Other: Excellent! I can search out specific cards from my deck quite easily with this hand, and am set up for another strong turn. Plus, everyone's gotten the chance to draw 3 extra cards during my turn.

    If you want to draw extra cards or just to move, feel free to have Olenjack search out and use Compass/Wayfinder to repeatedly move to/from the Windward Isle, exploiting ship-movement as necessary.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Old Salt, The Viper, Joseph 'Jack' Scrimshaw, Old Salt (2), Compass, Wayfinder
    Recharged:
    Discard Pile: Blessing of Wadjet, Arronax Endymion, Venomous Heavy Crossbow +2, Blessing of the Savored Sting, Forensic Physician, Animated Shield,
    Buried Pile: Wayfarer,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "

    Summary (Other Players)
    Enora displayed Steal Soul.
    All characters get to draw up to 3 cards (Maznar has already drawn 2 as per Hangouts, and Enora's already drawn one) over Olenjack's full turn.

    Summary (BR)
    Lucrehold closed.
    Kapre moved from top to bottom of Windward Isle.
    Cards 1-3 of Eye of Serenity banished.
    All players (assuming they did not choose to ignore any ship-movement) are at the Windward Isle.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack starts his turn.
    Blessing of Hshurha discarded from the blessings deck.

    Olenjack gives Steal Soul to Enora.

    Olenjack moves to the Windward Isle with everyone. All players may draw a card.
    Olenjack draws Old Salt (2).
    Olenjack chooses to fail the Wisdom 9 check, and randomly moves to the 1d6 ⇒ 5 Eye of Serenity with everyone, and randomly recharges Besmaran Priest.

    Pausing to see if Maznar has an Animal Ally or a spell he wishes to discard to draw an animal from his discards.

    "

    Olenjack wrote:

    Hand: Venomous Heavy Crossbow +2, Lucky Rifle +2, Razorglass Knife, Steel Ibis Lamellar, Wayfinder, Wyvern Poison (Core), Old Salt (2), Forensic Physician, Wayfarer, The Viper, Ederleigh Baines, Joseph 'Jack' Scrimshaw, Arronax Endymion, Blessing of the Savored Sting,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Wayfinder - Move to a location and examine the top 2 cards of it
    Blessing of the Savored Sting - Discard to add the highest of a 1d4, 1d6, 1d8 and 1d10 roll.
    Other: Sorry for immediately pausing my first turn.

    My plan is to empty the Eye of Serenity without closing it, then Wayfinder over to the Windward Isle to draw a card, then using the card I drew (banking on the 4/6 chance of drawing Delve, Compass, Robe of Items or Blessing of Kofusachi from my deck) to move to the Lucrehold to continue exploring and hopefully closing it.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Compass, Venture-Captain, Blessing of Kofusachi, Embalming Fluid, Delve, Robe of Items
    Recharged: Old Salt, Besmaran Priest,
    Discard Pile: Blessing of Wadjet,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Sorry for the delay. Not a good week for me to post.

    OFF-TURN:
    Maznar's Turn: Olenjack draws Steel Ibis Lamellar.

    Agna's Turn: Olenjack recharges Old Salt to add 6 to his check against Barroom Brawl.
    Dexterity 11 (Old Salt): 1d8 + 4 + 6 ⇒ (6) + 4 + 6 = 16 -> Autopass.
    Agna's Turn: Olenjack draws Razorglass Knife.

    Enora's Turn: Olenjack discards Blessing of Wadjet.
    Enora's Turn: Olenjack draws Wyvern Poison (Core).

    Jirelle's Turn: Olenjack draws Steal Soul.

    Olenjack wrote:

    Hand: Venomous Heavy Crossbow +2, Lucky Rifle +2, Wayfinder, Forensic Physician, Razorglass Knife, Wayfarer, The Viper, Ederleigh Baines, Joseph 'Jack' Scrimshaw, Besmaran Priest, Arronax Endymion, Blessing of the Savored Sting, Wyvern Poison (Core), Steel Ibis Lamellar, Steal Soul,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6

    My turn will be in a separate post.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    LOOT: Valet -> Ederleigh Baines
    LOOT: Alchemical Cartridges -> Immortal Dreamstone

    A reminder that we can ship-move every turn to the Windward Isle, letting every single party member draw cards if they want. In fact, the scenario power makes that much more powerful, since we can group-move there (drawing a card), then likely get group-moved somewhere else, then group-move there again on the next turn.

    Olenjack starts at Maznar's location unless it's the Windward Isle, in which case he'll start at the Hall of Champions instead. Olenjack will always move to-from the Windward Isle via Ship Movement.

    Olenjack draws his starting hand. Once he confirms that he has drawn a card of his Favored Type, he will also draw 2 additional cards from the Adventure 3 reward.

    Olenjack wrote:

    Hand: Venomous Heavy Crossbow +2, Lucky Rifle +2, Wayfinder, Immortal Dreamstone, Forensic Physician, Old Salt, Wayfarer, Blessing of the Savored Sting, Blessing of Wadjet, The Viper, Ederleigh Baines,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6

    At the start of the first turn, Olenjack banishes Immortal Dreamstone to draw 3 random allies...

    Random Ally 1: Joseph 'Jack' Scrimshaw:

    Ally C
    Traits
    Human
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d10 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Ally 2: Besmaran Priest:

    Ally C
    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Random Ally 3: Arronax Endymion:

    Ally 5
    Traits
    Human
    Aristocrat
    Pirate

    Check
    Charisma
    Diplomacy
    13

    Powers
    Banish this card to succeed at your check to defeat a henchman.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    "

    Olenjack wrote:

    Hand: Venomous Heavy Crossbow +2, Lucky Rifle +2, Wayfinder, Forensic Physician, Old Salt, Wayfarer, The Viper, Ederleigh Baines, Joseph 'Jack' Scrimshaw, Besmaran Priest, Arronax Endymion, Blessing of the Savored Sting, Blessing of Wadjet,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Wayfinder - Move to a location and examine the top 2 cards of it
    Blessing of Wadjet - Discard to add 2d8 to a check to acquire a level 6 boon
    Blessing of the Savored Sting _ Discard to add the highest of a 1d4, 1d6, 1d8 and 1d10 roll.
    Other: Between Windward Isle, my extra-large starting hand and the Immortal Dreamstone, I expect to close a location on my first turn again. Any requests/suggestions?

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Steal Soul, Steel Ibis Lamellar, Robe of Items, Old Salt (2), Razorglass Knife, Delve, Blessing of Kofusachi, Wyvern Poison (Core), Embalming Fluid, Compass, Venture-Captain
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    5-6A: Battle of the Sapphire Strait - Olenjack Rewards

    Tier Progression: (6.2) Olenjack gains a Hero Point.
    Olenjack expends the Hero Point to check off the following Skill Feat...
    Charisma d10 ☑ +1 ☑ +2 ☑ +3

    Olenjack still has 6 Hero Points.

    Scenario Reward: None.

    Banished Cards: Immortal Dreamstone/Alchemical Cartridges (Item), Delve (Spell).

    Olenjack's Deck Upgrade preferences are as follows...

  • Ally 6: Replace Shy Ratani with Venture-Captain (Ultimate Equipment). Ally 6: 1d1000 ⇒ 811
  • Weapon 6: Replace Splashbolt Crossbow with Razorglass Knife (Ultimate Equipment). Weapon 6: 1d1000 ⇒ 171

    (I was going to also replace Steel Ibis Lamellar with Elemental Brass Mail (Ultimate Equipment, Armor 6), but quite frankly all of my experiences up to now has led me to assume that Steel Ibis Lamellar is just... better for Olenjack. Despite protecting me from less types of damage, less quantity of damage and buffing my checks slightly less, the Steel Ibis Lamellar is revealed a ton more frequently and can buff more types of checks. Especially since - whilst I add Poison to basically all of my combat checks - my Dexterity die is only 1d8, so the difference between "add 1d6" and "add a die" is minor.)

    Olenjack replaces the following Empty Card Slots...

  • Empty Spell Slot with Delve (Ultimate Equipment, Spell 2).
  • Empty Item Slot with Alchemical Cartridges (Gunslinger Class Deck, Item 0).


  • Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Ignoring the extra Sandbalot damage instance; I repeatedly reveal my Steel Ibis Lamellar to reduce incoming combat damage by 3.

    ========================

    Olenjack starts his turn.
    Blessing of Abadar discarded from the blessings deck.

    Scenario: At the start of the turn, Olenjack summons and encounters...

    Summon: Enemy Ship:

    Henchman Barrier B
    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Random Ship: 1d22 ⇒ 5
    Truewind:
    Truewind
    Ship B
    Class 1

    Check to Defeat
    Intelligence
    Knowledge
    8
    OR
    Wisdom
    Survival
    6

    When Encountered
    You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
    When Commanding
    You may discard a card from the blessings deck to recharge a random card from your discard pile.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.

    Olenjack displays the ally Mase Darimar to his power to add 2 to his check.
    Wisdom 6 (Olenjack, Maznar): 1d6 + 2 + 1d4 ⇒ (2) + 2 + (3) = 7 -> Pass.
    Plunder: 1d6 ⇒ 2 -> The party stashes a Spell.
    Choose not to seize.

    Olenjack moves to Dagon's Jaws and takes his free exploration.

    Dagon's Jaws Card 1 - Gargiya: Gargiya:

    Monster 6
    Traits
    Aberration
    Aquatic

    Check
    Combat
    25

    Powers
    All damage from the Gargiya is Fire damage.
    If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.

    Combat: Olenjack reveals Lucky Rifle +2 to use Dexterity +1d12+2.
    Olenjack reloads Wyvern Poison to add 1d12 and the Poison trait.
    Olenjack discards Blessing of Kofusachi to bless.
    Combat/Dexterity 25 (Wyvern Poison, Blessed): 2d8 + 4 + 1d12 + 2 + 1d12 ⇒ (5, 4) + 4 + (3) + 2 + (4) = 22 -> That would be a fail, so Olenjack buries Lucky Rifle +2 to add 1d12 ⇒ 8 to the result, bringing the total to 30: Pass.
    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Dagon's Jaws Card 2: Fire Yai Oni:

    Villain Monster 6
    Traits
    Giant
    Outsider
    Fire

    Check
    Combat
    33

    Powers
    The Fire Yai Oni is immune to the Fire trait.
    When encountered, your ship is wrecked.
    Before you act, all characters at your location are dealt 1d4 Fire damage.
    If the check to defeat does not have the Acid or Cold trait, bury the top or bottom card of your deck.

    Ack; that was accidental. I didn't expect to immediately hit him again on my free second exploration.

    Let's see... Using my weapon and all support in all hands... actually gets me a pretty comfortable win, surprisingly, in no small part to the awesome Control Weather spell. So let's pull the trigger.

    Encountered: Come What May is wrecked.
    BA: Olenjack suffers 1d4 ⇒ 2 Fire Damage, and reveals Steel Ibis Lamellar to reduce that by 3, to 0.

    Combat: Olenjack reveals and additionally recharges Splashbolt Crossbow to use Dexterity +1d10+1d6, and adds the Cold trait.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Olenjack recharges Steel Ibis Lamellar to add 1d6.
    Olenjack displays the ally Valet to his power to add 2 to his check.
    Enora sends Control Weather to Recovery to add 2d8 (what an awesome spell!).
    Jirelle discards Blessing of Erastil to doubly bless the check.
    Combat/Dexterity 33 (Embalming Fluid, Steel Ibis Lamellar, Olenjack, Control Weather, Blessed*2): 3d8 + 4 + 1d10 + 1d6 + 2 + 1d6 + 2 + 2d8 ⇒ (4, 6, 5) + 4 + (6) + (3) + 2 + (2) + 2 + (4, 8) = 46 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Wyvern Poison (Core) from his deck.
    Defeated.

    Even as their fleet's formations threaten to shatter under the Oni's overwhelming magical offensive; Enora - seeing a temporary gap in the Oni's defences - manipulates the winds and waves in a final attempt to push one of the Pathfinder-controlled ships straight at the Oni's flagship at ramming speeds.

    A ship that the hapless, but adaptable, Olenjack is currently aboard. Seeing the plan take shape, he equips himself for battle, firing at the flying Oni that attempts to take down the Come What May. When his rifle's ammunition runs dry, he switches to his alchemically-laden crossbow backup, loading it with every compound he has on his person and grips at the closest railing seconds before his wave-powered vessel slams into the Fire Yai Oni's flagship - causing likely irreperable damage to both vessels and scattering crew everywhere.

    Keeping his feet, Olenjack takes sight at the enormous Fire Yai captain as it bellows orders and summons fiery magic, and unleashes a Cold-infused bolt at the fiend. Whether through skill, luck, Divine will or the guidance of Enora's magical winds; the bolt arcs perfectly into the monster's temple, bringing down the giant with a tremendous crash upon its own deck.

    The villain has nowhere to escape; we win!

    "

    Olenjack wrote:

    Hand: Embalming Fluid, Blessing of the Gods,

    Displayed: Mase Darimar, Valet,
    Deck: 12 Discard: 7 Buried: 2
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of the Savored Sting, Old Salt (3), Old Salt (2), Wayfarer, Forensic Physician, Old Salt, The Viper, Joseph 'Jack' Scrimshaw, Compass, Splashbolt Crossbow, Steel Ibis Lamellar, Wyvern Poison (Core),
    Discard Pile: Blessing of Wadjet, Vengeful Storm, Robe of Items, Pteranodon, Venomous Heavy Crossbow +2, Wayfinder, Blessing of Kofusachi,
    Buried Pile: Ederleigh Baines, Lucky Rifle +2,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Sanbalot: Olenjack suffers 1d4 - 1 ⇒ (4) - 1 = 3 Ranged Combat Damage, but reveals Steel Ibis Lamellar to reduce Combat damage dealt by 3, to 0.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Oni Mariner BA: Dexterity 11 (Maznar): 1d8 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15 -> Pass!

    ========================

    Olenjack starts his turn.
    Blessing of Geryon discarded from the blessings deck.

    Scenario: At the start of the turn, Olenjack summons and encounters...

    Summon: Enemy Ship:

    Henchman Barrier B
    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Random Ship: 1d22 ⇒ 4
    Man's Promise:
    Man's Promise
    Ship 1
    Class 1

    Check to Defeat
    Wisdom
    Survival
    6
    OR
    Charisma
    Diplomacy
    8

    When Encountered
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
    When Commanding
    You may discard a card from the blessings deck to explore your location.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    Other characters may not move with this ship.

    Diplomacy 8 (Maznar, Valet): 1d10 + 3 + 1d4 + 2 ⇒ (8) + 3 + (2) + 2 = 15 -> Pass.
    Plunder: 1d6 ⇒ 4 -> Olenjack stashes an Item. The Man's Promise is not seized.

    Olenjack moves to the Dagon's Jaws, without the party, and takes his free exploration.

    Dagon's Jaws Card 1: Treasure Hunt:

    Barrier C
    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Autofail.
    All other characters make an attempt to defeat the Treasure Hunt.

    In order to make sure that we do actually pass; I'll BOT ENORA'S CHECK to make sure at least one person passes before continuing my turn.
    ENORA BOTTING: Knowledge 13 (Maznar): 1d12 + 7 + 1d4 ⇒ (3) + 7 + (4) = 14 -> ENORA PASSES, and DRAWS A RANDOM ITEM.
    Defeated.

    Olenjack recharges The Viper to exchange Wyvern Poison (Core) in his hand with Robe of Items from his discards.
    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Wyvern Poison (Core) from his discards.

    Olenjack discards Wayfinder to examine the top card of his location...

    Dagon's Jaws Card 2: Gargiya:

    Monster 6
    Traits
    Aberration
    Aquatic

    Check
    Combat
    25

    Powers
    All damage from the Gargiya is Fire damage.
    If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.

    Olenjack shuffles the location, then explores with the Wayfinder's power.
    Card #: 1d6 + 1 ⇒ (3) + 1 = 4
    Dagon's Jaws Card 4: Fire Yai Oni:

    Villain Monster 6
    Traits
    Giant
    Outsider
    Fire

    Check
    Combat
    33

    Powers
    The Fire Yai Oni is immune to the Fire trait.
    When encountered, your ship is wrecked.
    Before you act, all characters at your location are dealt 1d4 Fire damage.
    If the check to defeat does not have the Acid or Cold trait, bury the top or bottom card of your deck.

    When Encountered: The Kraken is wrecked, oof.
    I've no weapon to use, so Olenjack recharges Joseph 'Jack' Scrimshaw to his power in order to evade Fire Yai Oni, shuffling it back into its location deck.

    Olenjack recharges Compass to move to the Widowmaker Isle, then examine the top card of his location...

    Widowmaker Isle Card 1: Teleportation Trap:

    Barrier 6
    Traits
    Trap
    Magic

    Check
    Intelligence
    Arcane
    13

    Powers
    If defeated, you may move any number of characters at your location to a location of your choice.
    If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.

    Olenjack displays Wyvern Poison (Core).

    Olenjack ends his turn.
    Olenjack resets his hand.
    No flavour.

    "

    Olenjack wrote:

    Hand: Lucky Rifle +2, Splashbolt Crossbow, Steel Ibis Lamellar, Embalming Fluid, Valet, Mase Darimar, Blessing of the Gods, Blessing of Kofusachi,

    Displayed: Wyvern Poison (Core),
    Deck: 9 Discard: 6 Buried: 1
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Blessing of the Gods/Kofusachi - Discard to bless any check.
    Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check post-roll
    Splashbolt Crossbow/Embalming Fluid - Freely discard to add 1d6 (and choice of traits) to a combat check
    Structural Damage: - Olenjack offers to discard Mase Darimar or Joseph 'Jack' Scrimshaw to Structural Damage.
    Movement: N/A.
    Other: Ready to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of the Savored Sting, Old Salt (3), Old Salt (2), Wayfarer, Forensic Physician, Old Salt, The Viper, Joseph 'Jack' Scrimshaw, Compass,
    Discard Pile: Blessing of Wadjet, Vengeful Storm, Robe of Items, Pteranodon, Venomous Heavy Crossbow +2, Wayfinder,
    Buried Pile: Ederleigh Baines,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

    An Item was stashed.
    The villain was discovered at Dagon's Jaws, and evaded.
    Our ship was Wrecked.

    Enora draws a random Item.
    All other characters make a check against Treasure Hunt.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    BYA: Dexterity 11 (Maznar): 1d8 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 -> Passed, not that it mattered; I have Steel Ibis Lamellar in hand, which can be revealed to reduce Cold damage by 3, so I wasn't concerned.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Olenjack discards Blessing of Wadjet.
    Olenjack draws a random nonbasic, nonelite 1d6 ⇒ 2 Spell. As per the Transition Guide, all cards below AD4 are considered "Elite".

    Random Spell 1 - Vengeful Storm:

    Spell 6
    Traits
    Magic
    Divine
    Attack
    Acid
    Cold
    Electricity

    Check
    Wisdom
    Divine
    14

    Powers
    For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

    ========================

    Olenjack starts his turn.
    Blessing of the Gods discarded from the blessings deck.

    Scenario: At the start of the turn, Olenjack summons and encounters...

    Summon: Enemy Ship:

    Henchman Barrier B
    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Random Ship: 1d22 ⇒ 21
    Deathknell:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

    When Encountered
    You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check against a monster.
    If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.

    Deathknell: Olenjack discards Vengeful Storm to add 3.
    Divine 7 (Maznar, Deathknell): 2d4 + 3 ⇒ (3, 1) + 3 = 7 -> Pass.
    Defeated.

    Plunder: 1d6 ⇒ 6 -> Weapon Stashed.
    Choose not to seize.

    Olenjack gives Steal Soul to Enora.

    Olenjack moves with the party to the Cannibal Isle and takes his free exploration.

    Cannibal Isle Card 1: Rotgut:

    Ally 2
    Traits
    Animal
    Pirate

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

    Wisdom 8 (Maznar): 1d6 + 1d4 ⇒ (1) + (3) = 4 -> Fail.
    Banished.

    Olenjack discards Wayfinder to examine the top card of his location...

    Cannibal Isle Card 2: Mase Darimar:

    Ally 4
    Traits
    Half-Elf
    Druid
    Captain
    Pirate

    Check
    Wisdom
    Perception
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Olenjack explores with the Wayfinder's power.
    Requesting that Agna take the first check to acquire. BOTTING...
    Agna reveals an animal to add 1d4+2, Maznar reveals an animal to add 1d4....

    Check #1, Agna: Perception 8 (Agna, Maznar): 1d8 + 5 + 1d4 + 2 + 1d4 ⇒ (6) + 5 + (2) + 2 + (2) = 17 -> Autopass.
    Olenjack attempts the second check, revealing Valet to add 2. Enora reveals Binder's Tome to add 1d4.

    Check #2, Olenjack: Charisma 11 (Valet, Maznar, Binder's Tome): 1d10 + 4 + 2 + 1d4 + 1d4 ⇒ (6) + 4 + 2 + (4) + (2) = 18 -> Pass.
    Acquired.

    Olenjack sends Delve to Recovery to search and draw Robe of Items from his deck. Deck shuffled.
    Olenjack does not have the Arcane or Divine skill; Delve will be banished from Recovery at the end of the turn.

    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Immortal Dreamstone from his deck and discards. At least one was from his deck, so his deck is shuffled.

    Olenjack discards Compass to explore again.

    Cannibal Isle Card 3: Shark-Eating Crab:

    Monster 4
    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    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.

    Combat: Olenjack reveals and additionally recharges Splashbolt Crossbow to use Dexterity +1d10+1d6, and adds the Poison trait.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Combat/Dexterity 18 (Embalming Fluid, Maznar): 1d8 + 4 + 1d10 + 1d6 + 2 + 1d4 ⇒ (3) + 4 + (8) + (3) + 2 + (3) = 23 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Blessing of the Savored Sting from his deck.
    Defeated.
    Enora may display Steal Soul.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Cannibal Isle Card 4: Blessing of Gozreh:

    Blessing C
    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Divine 5 (Maznar): 2d4 ⇒ (3, 1) = 4 -> Fail, eh. Kinda wished I had my Blessing of Wadjet after all, but it was used for a good cause and these are all low-level boons.
    Banished.

    I've still got a lot of explorations left, so let's move to a new location to continue, but first...
    Olenjack banishes Immortal Dreamstone to draw 3 random allies...

    Random Ally 1: Joseph 'Jack' Scrimshaw:

    Ally C
    Traits
    Human
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d10 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Ally 2: Old Salt:

    Ally B
    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Random Ally 3: Pteranodon:

    Ally 4
    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Looks like I don't need to use Wayfinder to move; neat!
    Olenjack discards Pteranodon to move with the party to the Fringes of the Eye and to explore it.

    Fringes of the Eye Card 1: Symbol of Insanity:

    Barrier 4
    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Double-ouch. I'm going to ask for Enora to send Coordinated Blast to Recovery to add her Arcane.
    Even that's not quite enough, so Olenjack will recharge Old Salt (3) to add 6.

    Wisdom 17 (Old Salt, Enora, Maznar): 1d6 + 6 + 1d12 + 5 + 1d4 ⇒ (2) + 6 + (1) + 5 + (4) = 18 -> Pass.
    Defeated.

    Olenjack discards Wayfinder to examine the top card of his location...

    Fringes of the Eye Card 2: Oni Mariner:

    Henchman Monster 6
    Traits
    Giant
    Outsider

    Check
    Combat
    26

    Powers
    Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
    If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Olenjack explores with the Wayfinder's power.
    BA: Random Character (Turn Order starting from Olenjack): 1d5 ⇒ 5 -> Jirelle must make a Dexterity/Acrobatics 11 check or suffer 1d4 Cold damage.
    Combat: Olenjack reveals Venomous Heavy Crossbow +2 to use Dexterity +1d10+2.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Olenjack recharges Old Salt (2) to add 6.

    Olenjack displays the allies Valet and Mase Darimar to his power to add 4 to his check.
    The check to defeat does not have the Fire or Acid traits; Olenjack chooses to bury the top card of his deck. From the 5D reward, Olenjack examines the top two cards of his deck, then recharges Wayfarer and buries Ederleigh Baines. Not ideal.
    Combat/Dexterity 26 (Embalming Fluid, Maznar, Old Salt, Olenjack*2): 1d8 + 4 + 1d10 + 2 + 2 + 1d4 + 6 + 4 ⇒ (2) + 4 + (7) + 2 + 2 + (2) + 6 + 4 = 29 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Forensic Physician from his deck.
    Defeated.

    Olenjack attempts to close the Fringes of the Eye, summoning and encountering...

    Random Barrier 1: Firedrake Trap:

    Barrier 6
    Traits
    Trap
    Alchemical
    Fire

    Check
    Dexterity
    Acrobatics
    18
    OR
    Disable
    Craft
    14

    Powers
    If defeated, each character at your location is dealt 1d4 Fire damage.
    If undefeated, each character at your location is dealt 2d4+1 Fire damage.

    Hm. Olenjack recharges Old Salt to add 6.
    Olenjack displays the ally Joseph 'Jack' Scrimshaw to his power to add 2 to his check.

    Disable 17 (Old Salt, Olenjack, Maznar): 1d8 + 5 + 6 + 2 + 1d4 ⇒ (6) + 5 + 6 + 2 + (2) = 21 -> Pass.
    Defeated. Olenjack suffers 1d4 ⇒ 1 Fire Damage, and discards Venomous Heavy Crossbow +2.
    Everyone suffers 1d4 Fire Damage, remember that Enora can protect you if you roll a high number!

    Fringes of the Eyes is closed. 1d4 ⇒ 2 random barriers and 1d4 ⇒ 3 random blessings are shuffled into the location. Olenjack then encounters...
    Random Barrier (1-2)/Random Blessing (3-5): 1d5 ⇒ 5

    Random Blessing 1 - Blessing of the Gods:

    Blessing C
    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Acquired!

    Olenjack cheers as the Kraken's enhanced weaponry damns the appropriately-named Deathknell to the depths. Seeing an opportunity, he convinces Jirelle to circumnavigate one of the small islets amidst the harbor, hiding the Kraken whilst he directs the rest of the fleet to draw the enemy fire. In doing so, the Kraken pulls into a position to flank more of the Oni's flagships, its powerful hull easily braving the shoals and underwater traps set by the Oni.

    Olenjack ends his turn.
    Olenjack resets his hand; first returning all allies displayed to his power back to it.

    "

    Olenjack wrote:

    Hand: Steel Ibis Lamellar, Embalming Fluid, Wyvern Poison (Core), Valet, Mase Darimar, Joseph 'Jack' Scrimshaw, The Viper, Blessing of the Gods,

    Displayed:
    Deck: 9 Discard: 7 Buried: 1
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Blessing of the Gods - Discard to bless any check.
    Structural Damage: - Olenjack offers to discard Mase Darimar or Joseph 'Jack' Scrimshaw to Structural Damage.
    Movement: Move with Maznar.
    Other: I will be giving Steal Soul to an appropriate caster at the start of my turn. Unless an alternative suggestion/request is made, I expect to hand it to Enora.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lucky Rifle +2, Blessing of Kofusachi
    Recharged: Splashbolt Crossbow, Blessing of the Savored Sting, Old Salt (3), Old Salt (2), Wayfarer, Forensic Physician, Old Salt,
    Discard Pile: Blessing of Wadjet, Vengeful Storm, Robe of Items, Compass, Pteranodon, Wayfinder, Venomous Heavy Crossbow +2,
    Buried Pile: Ederleigh Baines,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Whilst I've had complaints about some of the storytelling before - this adventure start is not one of those times. This is pretty awesome storytelling, featuring competent and sensible PC actions!

    Olenjack spits curses as he grips the railing of the Roaring Dragon, his knuckles white. He hopes Enora has some kind of protection prepared for the ship or the next magical attack from the Oni might be the end of the Pathfinders here and now!

    ===================================================

    LOOT: Shy Ratani -> Ederleigh Baines
    LOOT: Wyvern Poison (Core) -> Totem Necklace
    LOOT: Alchemical Cartridges -> Immortal Dreamstone

    (I've taken a liking to keeping both copies of Old Salt in my deck, especially now we're in AD6, so I'll stop trading one out for Loot.)

    Olenjack starts at Maznar's location and will move with him via Ship movement as needed. Like Jirelle, I have a preference for Gannet Island.

    Olenjack draws his starting hand. Once he confirms that he has drawn a card of his Favored Type, he will also draw 2 additional cards from the Adventure 3 reward.

    "

    Olenjack wrote:

    Hand: Splashbolt Crossbow, Venomous Heavy Crossbow +2, Steal Soul, Delve, Wayfinder, Embalming Fluid, Old Salt, Old Salt (2), Valet, Blessing of Wadjet,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire any Boon 6.
    Splashbolt Crossbow - Freely discard to add 1d6 (plus varied traits) to any combat check.
    Structural Damage: - Olenjack offers to discard Splashbolt Crossbow, Wayfinder or Steal Soul to Structural Damage.
    Movement: Move with Maznar.
    Other: I will be giving Steal Soul to an appropriate caster at the start of my turn. Unless an alternative suggestion/request is made, I expect to hand it to Enora.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Immortal Dreamstone, Ederleigh Baines, Blessing of Kofusachi, Compass, Wyvern Poison (Core), Steel Ibis Lamellar, The Viper, Robe of Items, Blessing of the Savored Sting, Wayfarer, Forensic Physician, Lucky Rifle +2
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    5-P2: Heaven's Call - Olenjack Rewards

    Tier Progression: (6.1) Olenjack gains a Hero Point.
    Olenjack expends the Hero Point to check off the following Card Feat...
    ALLY - 5 [X] 6 [X] 7

    Olenjack still has 6 Hero Points.

    Scenario Reward: Olenjack draws an Ally 5 to add to the Acquired Cards list, which is his only desired Deck Upgrade. Note that if nobody else wants their reward, I could also use a Weapon 5.

    Banished Cards: Immortal Dreamstone/Alchemical Cartridges (Item), Delve (Spell).

    Olenjack's Deck Upgrade preferences are as follows...

  • Ally 5: Replace Empty Ally Slot with Wayfarer (Ultimate Equipment).

    Olenjack replaces the following Empty Card Slots...

  • Empty Spell Slot with Delve (Ultimate Equipment, Spell 2).
  • Empty Item Slot with Alchemical Cartridges (Gunslinger Class Deck, Item 0).


  • Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Olenjack discards Blessing of Wadjet, and passes on the chance to display Steal Soul.

    ========================

    Olenjack starts his turn.
    Blessing of the Gods discarded from the blessings deck.

    Scenario SoT: Olenjack has no cards to examine.
    Eye of Serenity SoT: Olenjack summons and encounters...

    Summon: Cyclops Oracle:
    Cyclops Oracle
    Henchman Monster 4

    Traits
    Giant
    Cyclops
    Oracle

    Check
    Combat
    20

    Powers
    Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1.
    Damage dealt by the Cyclops Oracle is dealt to each character at your location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Olenjack recharges Ederleigh Baines to his power in order to evade Cyclops Oracle. It's a summoned bane, so it's banished.

    Guarding the Ghol-Gan Ruins for the win seems like the somewhat smarter plan, especially since we've got a decent haul of stuff and I can make certain my hand reset prepares me for guarding it, since my entire deck is recharged cards.

    Olenjack moves to the Ghol-Gan Ruins and passes on his free exploration, ending his turn.

    Enora had previously warned the crew of the active magical signatures surrounding the nearby ruins. Not willing to risk such a place offering respite or providing any darker plans for the monsters attacking them, Jirelle directs Olenjack to secure the ancient stonework with caution. The quartermaster is delegated command of several crewmen to ensure that nothing comes in or out of the odd structures until the rest of the party deal with the last of the abyssal horrors.

    Olenjack ends his turn.
    Olenjack resets his hand, choosing to discard Splashbolt Crossbow, Lucky Rifle +2, Steal Soul, Instant Armor, Steel Ibis Lamellar and Embalming Fluid.
    Olenjack resets his hand.

    Olenjack wrote:

    Hand: Venomous Heavy Crossbow +2, Wyvern Poison (Core), Ederleigh Baines, Avimar Sorrinash, The Viper, Old Salt, Old Salt (2), Blessing of Kofusachi,

    Displayed:
    Deck: 0 Discard: 16 Buried: 2
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Blessing of Kofusachi - Discard to bless any check.
    Structural Damage: - Olenjack offers to discard Wyvern Poison or his weapon to Structural Damage.
    Other: Olenjack asks Maznar to join him at the Ghol-Gan Ruins, and if needed will guard Ghol-Gan Ruins as follows...

    Summons Curse of the Flesheaters: Use Disable, Recharge Old Salt, display one ally, discard Blessing of Kofusachi and use Maznar to roll 2d8+12+1d4 (almost an auto-pass for Disable 16).
    Attempts closing check: Use Constitution, Recharge Old Salt (2), display 2 allies and use Maznar to roll 1d6+9+1d4 (auto-pass).

    Feel free to bot alternative rolls if it's sensible to do so, but Olenjack can basically guarantee passing both checks.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged:
    Discard Pile: Forensic Physician, Robe of Items, Compass, Coral Capuchin, Blessing of the Savored Sting, Monkey, Wayfinder, Shy Ratani, Valet, Blessing of Wadjet, Steal Soul, Instant Armor, Steel Ibis Lamellar, Embalming Fluid, Splashbolt Crossbow, Lucky Rifle +2,
    Buried Pile: Rapier +2, Navigator Musket +1,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Olenjack discards Monkey to Mental damage.

    ========================

    Olenjack starts his turn.
    Blessing of the Gods discarded from the blessings deck.

    Scenario SoT: No cards to examine.

    Olenjack moves to the Eye of Serenity and takes his free exploration.

    Eye of Serenity Card 1: Darkforest Anemone:

    Monster 3
    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

    Combat: Olenjack reveals Splashbolt Crossbow to use Dexterity +1d10.
    Olenjack recharges Old Salt (2) to add 5.

    Combat/Dexterity 16 (Old Salt): 1d8 + 4 + 1d10 + 5 ⇒ (2) + 4 + (7) + 5 = 18 -> Pass.
    Defeated.

    Olenjack discards Wayfinder to examine the top card of his location, and examines 2 from the Eye of Serenity's power...

    Eye of Serenity Card 2: Alchemical Glue:

    Item 1
    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

    Eye of Serenity Card 3: Giant Anaconda:

    Monster 3
    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    18

    Powers
    If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
    If the check to defeat has the Cold trait, add 1d8 to it.

    Olenjack shuffles the location, then explores with the Wayfinder's power.
    Card #: 1d10 + 1 ⇒ (1) + 1 = 2
    Eye of Serenity Card 2: Alchemical Glue:

    Item 1
    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

    Pphbbbt. This is the exact reason I don't really care for "Evade, then explore again" effects and the like - I just always seem to hit the evaded card anyway during the same turn.
    Intelligence 7: 1d8 ⇒ 7 -> Pass.
    Acquired.

    Olenjack discards Shy Ratani to explore his location, adding 1d8 to checks to acquire and giving him the ability to evade any encountered bane.
    Card #: 1d9 + 2 ⇒ (9) + 2 = 11

    Eye of Serenity Card 11: Instant Armor:

    Spell B
    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

    Intelligence 3 (Shy Ratani): 1d8 + 1d8 ⇒ (7) + (6) = 13 -> Pass.
    Acquired.

    Olenjack discards Valet to explore his location, adding 1d6 to all non-combat checks during this exploration.
    Card #: 1d8 + 2 ⇒ (1) + 2 = 3

    Eye of Serenity Card 3: Giant Anaconda:

    Monster 3
    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    18

    Powers
    If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
    If the check to defeat has the Cold trait, add 1d8 to it.

    You see what I mean about shuffling the deck being useless? Bah.
    Combat: Olenjack reveals Splashbolt Crossbow to use Dexterity +1d10.
    Olenjack reveals Embalming Fluid to add 2 and the Poison trait.
    Maznar recharges Blessing of the Green Faith to bless.
    Combat/Dexterity 18 (Embalming Fluid, Blessed): 2d8 + 4 + 1d10 + 2 ⇒ (6, 7) + 4 + (6) + 2 = 25 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Venomous Heavy Crossbow +2 from his deck.
    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.
    Card #: 1d7 + 3 ⇒ (2) + 3 = 5

    Eye of Serenity Card 5: Hull Damage:

    Barrier 1
    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Olenjack banishes Alchemical Glue to evade Hull Damage and return it to the top of the location deck.

    Olenjack ends his turn.
    Olenjack resets his hand.

    Olenjack wrote:

    Hand: Splashbolt Crossbow, Lucky Rifle +2, Steal Soul, Instant Armor, Steel Ibis Lamellar, Embalming Fluid, Ederleigh Baines, Blessing of Wadjet,

    Displayed:
    Deck: 7 Discard: 9 Buried: 2
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a level 5 boon
    Instant Armor - Let any armor be recharged instead of discarded, buried or banished to its power.
    Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check post-roll.
    Splashbolt Crossbow - Freely discard to add 1d6 and your choice of traits to a combat check.
    Structural Damage: - Olenjack offers to discard Instant Armor, then Splashbolt Crossbow, then Steal Soul to Structural Damage.
    Other: I'm ready to discard cards for Structural Damage on demand.

    Also, I can now easily deal with Hull Damage thanks to Ederleigh Baines.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Avimar Sorrinash, The Viper, Blessing of Kofusachi, Old Salt, Wyvern Poison (Core), Old Salt (2), Venomous Heavy Crossbow +2,
    Discard Pile: Forensic Physician, Robe of Items, Compass, Coral Capuchin, Blessing of the Savored Sting, Monkey, Wayfinder, Shy Ratani, Valet,
    Buried Pile: Rapier +2, Navigator Musket +1,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

    Maznar recharged Blessing of the Green Faith.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Note that Olenjack used Jirelle's Blessing of Maat on his turn; just a reminder.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Continuing turn...

    Olenjack encounters Curse of the Flesheaters.
    Disable 16: 1d8 + 5 ⇒ (6) + 5 = 11 -> Fail, of course, but Olenjack discards Blessing of the Savored Sting to reroll and bless twice.
    Disable 16: 3d8 + 5 ⇒ (6, 5, 3) + 5 = 19 -> Pass.
    Defeated.

    Olenjack attempts to close the Great Stone Bridge...
    Olenjack displays the allies Shy Ratani and Monkey to his power to add 4 to his check.
    Dexterity 10 (Olenjack*2): 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12 -> Pass.
    Closed!

    Olenjack ends his turn.
    Olenjack resets his hand.
    Olenjack resets his hand; first returning all allies displayed to his power back to it.

    "

    Olenjack wrote:

    Hand: Splashbolt Crossbow, Steel Ibis Lamellar, Wayfinder, Embalming Fluid, Shy Ratani, Monkey, Valet, Old Salt (2),

    Displayed:
    Deck: 10 Discard: 5 Buried: 2
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Available Support: I can use Wayfinder to move to a location and examine it's top 2 cards, but no other support available.
    Other: Strategy Observation: Defeating that summoned henchman is very difficult for some of the party - even for the best of us it's still tricky. Fortunately, if you fail to defeat it you don't have to encounter it on your future attempts to close, and the actual consequence of it is mitigated thanks to the 5D scenario reward.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ederleigh Baines, Venomous Heavy Crossbow +2, Steal Soul, Blessing of Wadjet, Lucky Rifle +2
    Recharged: Avimar Sorrinash, The Viper, Blessing of Kofusachi, Old Salt, Wyvern Poison (Core),
    Discard Pile: Forensic Physician, Robe of Items, Compass, Coral Capuchin, Blessing of the Savored Sting,
    Buried Pile: Rapier +2, Navigator Musket +1,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack starts his turn.
    Blessing of Hshurha discarded from the blessings deck.

    Scenario SoT: Olenjack examines the top two cards of his location deck, and re-orders them as follows...
    Tengu Rookery Card 1: Old Salt
    Tengu Rookery Card 2: Great White Shark

    Maznar draws a random animal (Random Ally 1: Pteranodon) with Charm Animal.

    Olenjack displays Wyvern Poison (Core).

    Olenjack stays at the Tengu Rookery, then takes his free exploration.

    Tengu Rookery Card 1: Old Salt:

    Ally B
    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Diplomacy 7 (Maznar): 1d10 + 7 + 1d4 ⇒ (9) + 7 + (2) = 18 -> Pass.
    Acquired.

    Olenjack discards Wayfinder to examine the top card of his location...

    Tengu Rookery Card 2: Great White Shark:

    Monster 3
    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Olenjack explores with the Wayfinder's power.
    Olenjack reveals Splashbolt Crossbow for combat.
    Olenjack reloads Wyvern Poison (Core) to add 1d12 and the Poison trait.

    Combat/Dexterity 16 (Wyvern Poison, Maznar): 1d8 + 4 + 1d10 + 1d12 + 1d4 ⇒ (4) + 4 + (9) + (4) + (2) = 23 -> Pass.
    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Tengu Rookery Card 3: Pearl of Wisdom:

    Item B
    Traits
    Object
    Magic

    Check
    Wisdom
    7

    Powers
    Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

    Wisdom 7 (Maznar): 1d6 + 1d4 ⇒ (3) + (3) = 6 -> Fail.
    Banished.

    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Embalming Fluid from his deck and discards. At least one was from his deck, so his deck is shuffled.

    Olenjack reveals Forensic Physician to heal Robe of Items, then Forensic Physician is discarded and Olenjack explores again.

    Tengu Rookery Card 4: Rapier +2:

    Weapon 4
    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    It's a healing item, so Olenjack recharges Old Salt (2) to add 5.
    Strength 10 (Old Salt, Maznar): 1d4 + 5 + 1d4 ⇒ (2) + 5 + (1) = 8 -> I think it's worth discarding a Blessing for a 1d4 'heal', so...
    Jirelle discards Blessing of Maat to add 3, resuling in a pass.

    Acquired.

    Olenjack discards Wayfinder to examine the top card of his location...

    Tengu Rookery Card 5: Barroom Brawl:

    Barrier B
    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

    Olenjack shuffles the location, then explores with the Wayfinder's power.
    Card #: 1d6 + 4 ⇒ (2) + 4 = 6
    Tengu Rookery Card 6: Navigator Musket +1:

    Weapon 3
    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Dexterity 9 (Maznar): 1d8 + 4 + 1d4 ⇒ (8) + 4 + (2) = 14 -> Pass.
    Acquired.

    I've still got a lot of exploration power left, and I'd rather not hit the party in the face with a Barroom Brawl, so...

    Olenjack recharges Compass to move to the Great Stone Bridge, then examine the top card of his location...

    Great Stone Bridge Card 1: Pirate Captain:

    Monster B
    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    Olenjack sends Delve to Recovery to search and draw Robe of Items from his deck. Deck shuffled.
    Olenjack does not have the Arcane or Divine skill; Delve will be banished from Recovery at the end of the turn.

    Olenjack discards Robe of Items to search and draw Wayfinder, Compass and Immortal Dreamstone from his deck and discards. At least one was from his deck, so his deck is shuffled.

    Olenjack uses the Adventure 5-1 Reward and buries Rapier +2 to pseudo-heal himself.
    5-1 Reward: 1d4 ⇒ 1 -> Olenjack recharges 1 random card (Wayfinder) from his discard pile. Boo; my Robe of Items is still in discards.

    Olenjack banishes Immortal Dreamstone to draw 3 random allies...

    Random Ally 2: Avimar Sorrinash:

    Ally 4
    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Ally 3: Monkey:

    Ally 3
    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Random Ally 4: Coral Capuchin:

    Ally 1
    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

    Powers
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Olenjack discards Compass to explore again.

    Great Stone Bridge Card 1: Pirate Captain:

    Monster B
    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    BA: Olenjack recharges Avimar Sorrinash.
    Olenjack reveals Splashbolt Crossbow for combat, revealing Embalming Fluid to add 2 and the poison trait.
    Combat/Dexterity 17 (Embalming Fluid, AD4 Reward): 1d8 + 4 + 1d10 + 2 + 1d4 ⇒ (7) + 4 + (9) + 2 + (3) = 25 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges The Viper from his deck.
    AA: We suffer 2 Structural Damage, reduced to 1 by Jirelle. Olenjack discards Coral Capuchin to the remaining Structural damage.
    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Great Stone Bridge Card 2: Tentacle Slaver:

    Henchman Monster 5
    Traits
    Outsider

    Check
    Wisdom 8
    8
    THEN
    Combat
    18

    Powers
    Before you act, a character at your location summons and encounters a monster from the box.
    If undefeated, draw a card, bury a card, discard a card, then recharge a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BA: Olenjack summons...
    Random Monster 1: Shackles Pirate:

    Monster B
    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Olenjack reveals Splashbolt Crossbow for combat, revealing Embalming Fluid to add 2 and the poison trait.
    Combat/Dexterity 14 (Embalming Fluid, AD4 Reward): 1d8 + 4 + 1d10 + 2 + 1d4 ⇒ (1) + 4 + (8) + 2 + (1) = 16 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Blessing of Kofusachi from his deck.
    Defeated.

    Resuming the encounter with the Tentacle Slaver...
    Olenjack recharges Old Salt to add 5 to his Wisdom check, and reveals Navigator Musket +1 to add 1d6.
    Wisdom 8 (Old Salt, Navigator Musket): 1d6 + 5 + 1d6 ⇒ (1) + 5 + (3) = 9 -> Pass.
    Olenjack reveals and additionally buries Navigator Musket +1 for combat, revealing Embalming Fluid to add 2 and the poison trait.
    Combat/Dexterity 18 (Embalming Fluid): 1d8 + 4 + 1d10 + 1 + 2 + 1d10 ⇒ (1) + 4 + (9) + 1 + 2 + (4) = 21 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Wyvern Poison (Core) from his deck.
    Defeated.

    Before attempting to close, Olenjack must summon and encounter Curse of the Flesheaters, which I don't know the card text of. (I also somewhat hope it doesn't include a Wisdom check, because then I'd feel foolish for burying my musket mostly just to clear it from my hand.)

    Turn Paused.
    I'll try to have a paragraph or two of flavor when I deal with the henchman.

    "

    Olenjack wrote:

    Hand: Splashbolt Crossbow, Steel Ibis Lamellar, Wayfinder, Embalming Fluid, Shy Ratani, Monkey, Blessing of the Savored Sting,

    Displayed:
    Deck: 12 Discard: 4 Buried: 2
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6
    NOTES:
    Other: Turn paused.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Wadjet, Old Salt (2), Venomous Heavy Crossbow +2, Ederleigh Baines, Steal Soul, Valet, Lucky Rifle +2
    Recharged: Avimar Sorrinash, The Viper, Blessing of Kofusachi, Old Salt, Wyvern Poison (Core),
    Discard Pile: Forensic Physician, Robe of Items, Compass, Coral Capuchin,
    Buried Pile: Rapier +2, Navigator Musket +1,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    LOOT: Old Salt (2) -> Ederleigh Baines
    LOOT: Alchemical Cartridges -> Immortal Dreamstone

    Olenjack draws his starting hand. Once he confirms that he has drawn a card of his Favored Type, he will also draw 2 additional cards from the Adventure 3 reward.

    "

    Olenjack wrote:

    Hand: Splashbolt Crossbow, Delve, Steel Ibis Lamellar, Wyvern Poison (Core), Wayfinder, Robe of Items, Forensic Physician, Shy Ratani, Old Salt, Blessing of the Savored Sting,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Paizo Reroll: AVAILABLE || Playmat Draw: AVAILABLE || Hero Points: 6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Embalming Fluid, Valet, Lucky Rifle +2, Steal Soul, Ederleigh Baines, Blessing of Kofusachi, The Viper, Blessing of Wadjet, Immortal Dreamstone, Venomous Heavy Crossbow +2, Compass
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "

    Turn to come soon.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    5-5E: Get Kraken! - Olenjack Rewards

    Tier Progression: (5.6) Olenjack gains a Hero Point.
    Olenjack now has 6 Hero Points.

    Olenjack has 6XP, and automatically expends all XP to Advance to Tier 6.

    Scenario Reward: Scenario rewards are before Tier Progression, so Olenjack earns a Skill Feat; raising his Skill Feat Limit to Tier+1, and checks off...
    Charisma d10 ☑ +1 ☑ +2 ☐ +3

    Banished Cards: Immortal Dreamstone/Liquid Blade (Item), Delve (Spell).

    Olenjack's Deck Upgrade preferences are as follows...

  • Ally 5: Replace Old Salt with Wayfarer (Ultimate Equipment). Minimum Priority: 1d1 ⇒ 1
  • Item 5: Replace Empty Item Slot with Wyvern Poison (Core) (Rogue Class Deck). Minimum Priority: 1d1 ⇒ 1
  • Weapon 5: Replace Splashbolt Crossbow with Venomous Heavy Crossbow +2 (Rogue Class Deck). Minimum Priority: 1d1 ⇒ 1

    Olenjack replaces the following Empty Card Slots, if necessary.

  • Empty Spell Slot 1 with Delve (Ultimate Equipment, Spell 2).
  • Empty Item Slot with Liquid Blade (Ultimate Equipment, Item 1).


  • Deck Handler // Searching For: Nothing but the occasional Spell 5!

    OFF-TURN:
    Jirelle's Turn: Olenjack discards Splashbolt Crossbow.
    Jirelle displays Pearl of the Sirines at the Fog Bank.

    ========================

    Olenjack starts his turn.
    Blessing of the Gods discarded from the blessings deck.

    Scenario: Olenjack automatically fails the start-of-turn check; Olenjack randomly moves to 1d7 ⇒ 2 the Raker Shoals.
    Scenario: 1d4 ⇒ 4 -> Olenjack randomly buries Splashbolt Crossbow from his discards.

    Olenjack uses his borrowed Playmat power to discard Wall of Fire and draw Embalming Fluid.

    The reinvigorated - but fragile - Apparatus was clearly not going to withstand the repeated assaults from the vile Kraken for long. As useful as it's firepower has been; Olenjack eventually abandons the ship and swims for cover amidst some oversized corral-like formations. Their frond-like appendages seem harmless beyond obscuring vision, and the dwarf hopes that it's at least a safe place to lie low whilst the rest of the party hopefully wears down the horrific beast.

    Olenjack moves to the Fog Bank and takes his free exploration.

    Fog Bank Card 1: Norgorber Cultist:

    Monster 5
    Traits
    Elf
    Cultist

    Check
    Combat
    19

    Powers
    If undefeated, discard the top 1d4 cards of the blessings deck.

    Olenjack reveals Lucky Rifle +2 for combat, revealing Embalming Fluid to add 2 and the poison trait.
    Olenjack displays the ally Dindreann to his power to add 2 to his check.
    Combat/Dexterity 19 (Embalming Fluid, Dindreann): 1d8 + 4 + 1d12 + 2 + 2 + 2 ⇒ (8) + 4 + (8) + 2 + 2 + 2 = 26 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Valet from his deck.
    Defeated.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Fog Bank Card 2: Fever Sea Marauder:

    Monster 3
    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

    Olenjack reveals Lucky Rifle +2 for combat, revealing Embalming Fluid to add 2 and the poison trait.
    Combat/Dexterity 17 (Embalming Fluid, AD4 Reward): 1d8 + 4 + 1d12 + 2 + 2 + 1d4 ⇒ (1) + 4 + (6) + 2 + 2 + (2) = 17 -> Pass; Olenjack must make a Disable 7 check from Embalming Fluid.
    Olenjack chooses to fail the check, and must bury the top card of his deck: from his character power, Olenjack instead recharges Old Salt (2) from his deck.
    Defeated.

    Olenjack settles into an uncomfortable hiding place, before a skeletal hand grips his coat. He cries out - the Pearl he grips tight causing his voice to magically travel through the water and leave a conspicuous lack of air bubbles - and kicks at a ribcage, swimming higher. Two well-decomposed undead lay below, climbing out of the silt and sand and reaching up at the dwarf - one wears the remnants of some dark robes and is bejewled with bracelets and necklaces, whilst the other wears what could generously be described as a raggy pirate's dress.

    Whatever their origin or story; Olenjack shoots them dead (again) with his modified rifle; his shots loaded with a thick, viscous fluid that locks the undead's bones up and slows them down as he reloads a final duo of shots. With two more water-stifled gunshots, he shatters the skulls of each.

    For passing a combat check that has the Poison trait, Olenjack explores his location.

    Fog Bank Card 3: Find Traps:

    Spell B
    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Olenjack displays the ally Ederleigh Baines to his power to add 2 to his check.
    Wisdom 6: 1d6 + 2 ⇒ (1) + 2 = 3 -> Fail.
    Banished.

    Falling from the tattered robes of one undead is a magical scroll. Whilst greatly resistant to elements; far too many years in sand and grit under hundreds of meters of salt water has well and truly destroyed it, and no usable magic remains.

    Olenjack ends his turn.
    Olenjack resets his hand; first returning all allies displayed to his power back to it.

    "

    Olenjack wrote:

    Hand: Lucky Rifle +2, Steel Ibis Lamellar, Embalming Fluid, Compass, Wayfinder, Dindreann, Ederleigh Baines, Blessing of the Savored Sting,

    Displayed:
    Deck: 12 Discard: 2 Buried: 4
    Paizo Reroll: AVAILABLE || Playmat Draw: USED || Hero Points: 5
    NOTES:
    Available Support: Blessing of the Savored Sting - Add the highest result of 1d4/1d6/1d8/1d10 to a check
    Compass/Wayfinder - Move to and examine the top 1/2 cards of a location
    Lucky Rifle +2 - Freely bury to add 1d4+1 to a distant combat check post-roll (in emergencies only)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Forensic Physician, Blessing of Kofusachi, Old Salt, The Viper, Totem Necklace, Blessing of Wadjet, Venomous Heavy Crossbow +2, Shy Ratani, Robe of Items
    Recharged: Arronax Endymion, Valet, Old Salt (2),
    Discard Pile: Telekinesis, Wall of Fire,
    Buried Pile: Dagger Pistol +1, Besmaran Vestments, Merrill Pegsworthy, Splashbolt Crossbow,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    Proficiencies:
    [X] Weapons
    POWERS:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
    [X] Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card from your hand or deck, you may recharge that card instead.
    [ ] After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
    [ ] When you succeed at a Perception ([ ] or Diplomacy) check, you may draw a card ([ ] and recharge a card).
    [ ] When you play a blessing to add to your Dexterity ([ ] or Charisma) check, you may recharge it instead of discarding it.

    ADDITIONAL REWARDS:

    Spoiler:

    5-1B Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-3A Reward: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
    5-3E Reward: For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
    5-3 Reward: For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
    5-4E Reward: For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.
    5-4 Reward: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.
    5-5A Reward: For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.
    5-5D Reward: For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.
    Playmat Accessory Perk: Once per scenario, after you roll the dice, you can reroll 1 die; you must take the new result.
    Playmat Accessory Perk: Once per scenario, at the start of your turn, you can discard a card to draw a card.
    [ ] [ ] [ ] [ ] Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "

    1 to 50 of 355 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>