Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Aghash:
Aghash
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Blightwing:
Blightwing
Henchman Monster 1
Traits
Outsider
Curse
Poison
Veteran
Check
Combat
11
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Crawling Hands:
Crawling Hands
Henchman Monster 2
Traits
Undead
Swarm
Check
Combat
13
Powers
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.
Forgotten Pharaoh Cultists:
MM Henchman B
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Giant Sand Eel:
Giant Sand Eel
Henchman Monster B
Traits
Animal
Veteran
Check
Combat
11
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, shuffle this card into a random open location and discard a card.
If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.
Graven Guardian of Nethys:
Graven Guardian of Nethys
Henchman Monster 1
Traits
Construct
Nethys
Inquisitor
Veteran
Check
Arcane
Divine
9
OR
Combat
12
Powers
The Graven Guardian of Nethys is immune to the Mental and Poison traits.
The difficulty to defeat the Graven Guardian of Nethys is increased by the current scenario's adventure deck number.
You may discard a card that has the Nethys trait to defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Silver Chain Smuggler:
Silver Chain Smuggler
Henchman Monster 2
Traits
Human
Rogue
Check
Combat
12
Powers
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
Voices of the Spire:
Voices of the Spire
Henchman Monster B
Traits
Human
Inquisitor
Veteran
Check
Combat
8
OR
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
SCOURGE TABLE:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy
Curse of Poisoning:
Spoiler:
Curse of Poisoning
Scourge B
Traits
Curse
Poison
Check
None
Powers
While displayed, after you reset your hand, recharge a random card.
Curse of Vulnerability:
Spoiler:
Curse of Vulnerability
Scourge B
Traits
Curse
Check
None
Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
You may only have 1 copy of this card displayed.
Curse of Daybane:
Spoiler:
Curse of Daybane
Scourge B
Traits
Curse
Undead
Check
None
Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.
You may only have 1 copy of this card displayed.
Curse of the Ravenous:
Spoiler:
Curse of the Ravenous
Scourge 1
Traits
Curse
Check
None
Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings
2. Allies
3. Spells and weapons
4. Items
You may only have 1 copy of this card displayed.
Curse of Withering:
Spoiler:
Curse of Withering
Scourge 2
Traits
Curse
Check
None
Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.
You may only have 1 copy of this card displayed.
Curse of Fevered Dreams:
Spoiler:
Curse of Fevered Dreams
Scourge 3
Traits
Curse
Arcane
Check
None
Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
Curse of the Sphinx:
Spoiler:
Curse of the Sphinx
Scourge 4
Traits
Curse
Sphinx
Check
None
Powers
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.
You may only have 1 copy of this card displayed.
Curse of Blindness:
Spoiler:
Curse of Blindness
Scourge 5
Traits
Curse
Check
None
Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
You may only have 1 copy of this card displayed.
Curse of the Mummy:
Spoiler:
Curse of the Mummy
Scourge 6
Traits
Curse
Undead
Mummy
Check
None
Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.
You may only have 1 copy of this card displayed.
NEW RULE: FAVORS:
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.
RULES: TRADERS:
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.
• When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
• You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
• Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
• At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
DURING THIS ADVENTURE:
The scourge die is 1d6.
If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor.
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
5-1A: For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.
5-2A: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Totem Necklace and 1 character may temporarily replace 1 armor in his deck with the armor Shark Skin Armor. At the end of each scenario, return these cards to the game box.
5-2B: For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with the loot Rekkish and 1 character may temporarily replace 1 ally with the loot Rickety Hake. At the end of each scenario, return these cards to the game box.
5-2C: For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Brine’s Sting, and 1 character may temporarily replace 1 item in his deck with the loot Farglass.
5-2D: For the rest of the Adventure Path, 1 character may temporarily replace 1 armor in her deck with the lootBu ccaneer’s Breastplate, and 1 character may temporarily replace 1 item in his deck with the loot Svingli’s Eye.
Ships:
When encountering a random ship, roll and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
1) Merchantman - Class 0
Spoiler:
Ship B
Class 0
When Encountering
To Defeat:
Wisdom/Survival 5
OR
Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding (Wrecked)
To Repair:
Craft 6
If you fail to defeat a bane that has the Pirate trait, bury a card.
2) Shackles Pirate Ship - Class 0
Spoiler:
Ship B
Class 0
When Encountering
To Defeat:
Dexterity/Disable 8
OR
Wisdom/Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding
If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding (Wrecked)
To Repair:
Craft 5
When your ship is dealt damage, add 1 to the amount of damage dealt.
3) Feathered Devil - Class 1
Spoiler:
Ship 1
Class 1
When Encountering
To Defeat:
Charisma/Diplomacy 5
OR
Wisdom/Survival 7
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked)
To Repair:
Craft 4
When you would discard an ally for its power, bury it instead.
4) Man's Promise - Class 1
Spoiler:
Ship 1
Class 1
When Encountering
To Defeat:
Wisdom/Survival 6
OR
Charisma/Diplomacy 8
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.
When Commanding (Wrecked)
To Repair:
Craft 6
Other characters may not move with this ship.
5) Truewind - Class 1
Spoiler:
Ship B
Class 1
When Encountering
To Defeat:
Intelligence/Knowledge 8
OR
Wisdom/Survival 6
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.
When Commanding (Wrecked)
To Repair:
Craft 7
The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
6) Sea Chanty - Class 3
Spoiler:
Ship B
Class 3
When Encountering
To Defeat:
Wisdom/Survival 6
OR
Charisma/Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding (Wrecked)
To Repair:
Craft 5
The difficulty of your check to acquire a boon is increased by 1.
7) Wormwood - Class 5
Spoiler:
Ship B
Class 5
When Encountered
To Defeat:
Dexterity/Acrobatics 9
OR
Wisdom/Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding (Wrecked)
To Repair:
Craft 8
At the start of your turn, banish this card and exchange it for the ship Merchantman.
8) Dominator - Class 6
Spoiler:
Ship B
Class 6
When Encountering
To Defeat:
Wisdom/Survival 8
OR
Dexterity/Ranged 11
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2.
This ship cannot be seized.
When Commanding
You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding (Wrecked)
To Repair:
Craft 7
Remove the Swashbuckling trait from all of your checks.
9) Goblin Weidling - Class 0
Spoiler:
Ship P
Class 0
When Encountering
To Defeat:
Dexterity Stealth 5 OR Wisdom Survival 4
Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding
Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding (Wrecked)
To Repair: Strength 4
When you encounter a card, all other characters at this location move to a random closed location.
10) Mistmourn - Class 5
Spoiler:
Ship P
Class 5
When Encountering
To Defeat:
Dexterity Acrobatics 11 OR Wisdom Survival 9
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding (Wrecked)
To Repair: Craft 7
Whenever you banish cards, banish 1 additional card from your hand.
11) Magpie Princess - Class 6
Spoiler:
Ship P
Class 6
When Encountering
To Defeat:
Dexterity Disable 10 OR Wisdom Survival 8
When Encountering This Ship: 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.
When Commanding (Wrecked)
To Repair: Craft 6
At the start of your turn, roll 1d4; on a 1, bury a card.
12) Thresher - Class 2
Spoiler:
Thresher
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
13) Devil's Pallor - Class 2
Spoiler:
Devil's Pallor
Ship 2
Class 2
Check to Defeat
Wisdom
Survival
7
OR
Constitution
Fortitude
9
When Encountered
If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding
Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
14) Deathknell - Class 7
Spoiler:
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.
15) Dowager Queen - Class 3
Spoiler:
Dowager Queen
Ship 3
Class 3
Check to Defeat
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
When Encountered
You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
Check to Repair
Craft
6
When Commanding (Wrecked)
The difficulty of your check to acquire an ally is increased by 2.
16) Kraken - Class 3
Spoiler:
Kraken
Ship 3
Class 3
Check to Defeat
Strength
Melee
10
OR
Wisdom
Survival
8
When Encountered
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
17) Sanbalot - Class 3
Spoiler:
Sanbalot
Ship 3
Class 3
Check to Defeat
Dexterity
Stealth
9
OR
Wisdom
Survival
7
When Encountered
Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding
This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
18) Blood Moon - Class 4
Spoiler:
Blood Moon
Ship 4
Class 4
Check to Defeat
Wisdom/Survival 9 OR Arcane/Divine 11
When Encountered
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
When Commanding
Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
Check to Repair
Craft 7
When Commanding (Wrecked)
When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.
19) Come What May - Class 4
Spoiler:
Come What May
Ship 4
Class 4
Check to Defeat
Wisdom/Survival 10 OR Charisma/Diplomacy 11
When Encountered
You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May. Reduce Structural damage to this ship by 1.
When Commanding
At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.
Check to Repair
Craft 8
When Commanding (Wrecked)
After you reset your hand, discard any cards that have the Aristocrat or Captain trait.
20) Wavecrest - Class 4
Spoiler:
Wavecrest
Ship 4
Class 4
Check to Defeat
Wisdom/Survival 10 OR Constitution/Fortitude 11
When Encountered
If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
When Commanding
Reduce Structural damage to this ship by 1 for each character on the ship.
If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.
Check to Repair
Craft 7
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.
21) Wanton Wastrel - Class 5
Spoiler:
Wanton Wastrel
Ship 5
Class 5
Check to Defeat
Wisdom/Survival 10 OR Charisma/Diplomacy 12
When Encountered
Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
When Commanding
You may discard any number of cars from the blessings deck to reduce Structural damage dealt to your ship by that number.
Check to Repair
Craft 6
When Commanding (Wrecked)
When you bury any cards from your hand, bury 1 additional card.
22) Abrograil's Fury Class 6
Spoiler:
Abrogail's Fury
Ship 6
Class 6
Check to Defeat
Dexterity/Ranged 13 OR Wisdom/Survival 11
When Encountered
Before you act, recharge 1d4 random cards from your hand.
When Commanding
Reduce Structural damage to this ship by 3.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.
Check to Repair
Craft 8
When Commanding (Wrecked)
Reduce structural damage to this ship by 1.
Remove the Swashbuckling trait from all of your checks.
23) Filthy Lucre Class 7
Spoiler:
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.
24) Apparatus of the Octopus - Class 5
Spoiler:
Apparatus of the Octopus
Ship 5
Class 5
Check to Defeat
Intelligence/Arcane/Craft 6 OR Wisdom/Survival 12
When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or
Fortitude 9 check or discard a weapon, an armor, or
an ally.When Commanding
When you encounter a bane that has the weather trait you may recharge a card to evade it.
Check to Repair
Arcane/Craft 6
When Commanding (Wrecked)
When you discard cards as structural damage, they must be either spells or discarded at random.