Favored Card: None
Hand Size: 6 [X]7 [ ]8
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).
Start of Turn: Bury Fortune-Teller Start of Turn: Switch to The Red Raven. Swap in Vampiric Backsword +3 from kit for Evangelist Discard Thrune Agent to explore location and add 1d10 to all Combat checks during this exploration.
Avatar of Dagon:
Villain Monster 6
Traits
Deity
Aberration
Aquatic
Check
Combat
42
THEN
Combat
42
OR
Divine
24
Powers
Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck.
If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck.
The Red Raven tumbles down the vortex with the rest of his friends. Below them, what now appears a giant gaping maw, draws ever closer. Tentacles lash up at them from all around the giant beast's massive mouth. "Unholy demons! Is that Dagon, Lord of the Deep?"
The vigilante digs deep and casts a glance to each side at each of his companions in turn. Finally believing in himself and drawing great strength from each of his allies, who have proven themselves worthy of trust and respect countless times over and over again, The Raven draws a sword in each hand and prepares to face the demon head on.
Reveal and Discard Sawtooth Sabre +2. Recharge Blessing of the Midnight Lord to add 2 die. Accept Bear from Lini to add 2d4. Banish Horrus Riptooth from next to location to add 1 die. Discard a blessing from the blessings deck to add 1d12. Accept a blessing each from Lini, Tarlin, Amaryllis and+4 from Lini's power. Combat 42:7d10 + 7 + 1d6 + 2 + 1d8 + 7 + 2d4 + 1d12 + 1d10 + 4 ⇒ (1, 7, 9, 4, 10, 1, 5) + 7 + (3) + 2 + (6) + 7 + (3, 3) + (2) + (8) + 4 = 82Success and difficulty of check to sequential check reduced by 5
Reveal and Discard Vampiric Backsword +3. Recharge Armor of Skulls to add 1d12. Recharge Blessing of Zon-Kuthon to add 2 die. Banish Hyapatia from next to location to add a die. Discard a blessing from the blessings deck to add 1d12. Accept a blessing from each of the other characters and +4 from Lini's power. Combat 37:9d10 + 7 + 1d6 + 3 + 1d6 + 1d12 + 1d12 + 4 ⇒ (9, 5, 3, 7, 2, 3, 6, 9, 6) + 7 + (1) + 3 + (2) + (10) + (10) + 4 = 87
In a flurry of slashes, stabs, explosions, desperate evasive maneuvres, shouted words of encouragement, prayers to every known god...and more than a little teamwork between friends, the group manage to slay the great beast in what turns out to be a surprisingly one-sided fight in their favour!
"Good work, guys!" the masked avenger wipes a glob of gross jelly-like from off of his face. "The Deep just got a little bit safer!"
Start of Turn: Bury Dreamstalker Start of Turn: Switch to The Red Raven. End of Move Step: Examine top card of location: Karkinoi End of Move Step: Reveal Fortune-Teller and choose bane. Examine top card of location again. Encounter the card.
Karkinoi :
Henchman Monster 6
Traits
Animal
Aquatic
Veteran
Check
Combat
25
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario.
If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll.
If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal and Discard Shadowless Sword. Recharge Mask of Stolen Mien to add 1d12. Reveal Evangelist to add 1. Combat (Melee) 32:1d10 + 7 + 1d8 + 2 + 1d6 + 7 + 1d12 + 1 ⇒ (1) + 7 + (8) + 2 + (3) + 7 + (10) + 1 = 39Reroll Combat (Melee) 32:1d10 + 7 + 1d8 + 2 + 1d6 + 7 + 1d12 + 1 ⇒ (1) + 7 + (4) + 2 + (3) + 7 + (11) + 1 = 36Defeated! No Attack trait so reveal Armor of Skulls to reduce the damage by 2 to 0.
End Turn. Examine top card of location: Karkinoi. Switch to Aric. Swap in Sawtooth Sabre +2 from kit for Slip. Reset Hand.
The Red Raven finds himself engaged in mortal combat with a huge crab-like creature, but it proves no match for the determined vigilante. First chopping off one massive claw, the Masked Avenger does a full pirouette that brings his blade down and through the beast's other clawed arm.
His first sword badly damaged in the attack, The Red Raven sets himself at the sight of another identical beast, drawing a fresh blade and preparing for the next fight.
Aric/The Red Raven wrote:
Hand: Sawtooth Sabre +2, Blessing of the Midnight Lord, Hypnotist's Locket, Armor of Skulls, Fortune-Teller, Evangelist, Thrune Agent,
Displayed: Deck: 13 Discard: 1 Buried: 2
Notes: Use blessings as needed. Reroll used: N
Kit: Slip, Shadow Victim Ring, Vampiric Backsword +3,
Favored Card: None
Hand Size: 6 [X]7 [ ]8
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).
Off Turn: Recharge Heister for Hayato's check. It's a success, so draw an item from the box:
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.
Start of Turn Scenario effect: Bury Pearl of Wisdom Start of Turn: Switch to The Red Raven. Swap in Evangelist from kit for Shadow Victim Ring End of Move Step: Examine top card of location: Flaming Falcata +3 Reveal Fortune-Teller and choose boon. Examine top card of location again. Encounter the card.
Flaming Falcata +3:
Weapon 5
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Auto Fail. Banish the weapon
Free explore
Tsunami:
Spell 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Auto Fail. Banish the card.
Weapons and spell scrolls fly past The Red Raven as he tumbles through the vortex. The vigilante makes no effort to reach out and grab them, instead looking within and trying to just trust himself and his companions instead.
End Turn. Examine top card of location: Lookout Duty. Switch to Aric. Reset Hand.
Aric/The Red Raven wrote:
Hand: Mask of Stolen Mien, Shadowless Sword, Slip, Armor of Skulls, Fortune-Teller, Evangelist, Dreamstalker,
Displayed: Deck: 14 Discard: 0 Buried: 2
Notes: Use blessings as needed. Please recharge Heister to add 1d12 against a barrier (Aric draws an item if it is a success). Reroll used: N
Kit: Sawtooth Sabre +2, Shadow Victim Ring, Vampiric Backsword +3,
Favored Card: None
Hand Size: 6 [X]7 [ ]8
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).
Start of Turn Scenario effect: Bury Hypnotist's Locket Start of Turn: Switch to The Red Raven. Swap in Vestments of False Faith from kit for Vampiric Backsword +3 End of Move Step: Examine top card of location: Spiny Eurypterid. Switch to Aric. Swap in Lockpick Shield from kit for Evangelist End of Move Step: Reveal Fortune-Teller and choose bane. Examine top card of location again. Switch to The Red Raven then encounter the card.
Spiny Eurypterid :
Monster 5
Traits
Animal
Aquatic
Check
Combat
21
Powers
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Reveal Shadowless Sword. Discard Blessing of the Eternal Rose. Recharge Vestments of False Faith to recharge the blessing instead. Combat (Melee) 21:2d10 + 7 + 1d8 + 2 ⇒ (9, 6) + 7 + (2) + 2 = 26 Combat (Melee) 21:2d10 + 7 + 1d8 + 2 ⇒ (1, 10) + 7 + (8) + 2 = 28Defeated! Combat Damage:1d4 ⇒ 1Reveal Lockpick Shield to reduce damage to 0.
As the ship tumbles down the vortex, Aric also swirls within the metaphorical vortex of his own mind. Is he Aric, is he The Red Raven? Is he both, or perhaps neither of those two men?
"You are who you need to be. You don't need to choose!" the fortune-teller enigmatically advises him. "Don't question yourself and just face the challenges ahead as they come!"
A challenge in the shape of an aquatic scorpion is flung towards him, snapping him, at least for the moment, out of his thoughts. Instinctively he slashes his sword not once but twice at the scaly beast, slicing it in two with the second strike of his sharp blade.
Free explore
Werecrocodile :
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is a Basic blessing, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
All manner of beasts are caught in the vortex. A half-man half-reptile finds himself face to face with the vigilante. The Red Raven's masked face is the last one he sees as his tormented life is put to an end by the caped avenger.
End Turn. Examine top card of location: Token of Remembrance. Switch to Aric. Reset Hand.
Aric/The Red Raven wrote:
Hand: Mask of Stolen Mien, Shadowless Sword, Shadow Victim Ring, Armor of Skulls, Fortune-Teller, Heister, Dreamstalker,
Displayed: Deck: 14 Discard: 0 Buried: 1
Notes: Use blessings as needed. Please recharge Heister to add 1d12 against a barrier (Aric draws an item if it is a success). Reroll used: N
Kit: Sawtooth Sabre +2, Evangelist, Vampiric Backsword +3,
Favored Card: None
Hand Size: 6 [X]7 [ ]8
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).
Powers
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Electricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
The jellyfish manages to land the first strike, its long tendril wrapping around The Red Raven's arm. Luckily, he was protected by his armor and retaliates with a quick slash of his sword, easily destroying the creature.
End Turn: Examine top card of location: Random Card:1d8 ⇒ 8 Instant Armor Upon examine: Switch to Aric
Reset Hand.
Aric/The Red Raven wrote:
Hand: Scoundrel's Sword Cane, Shadowless Sword, Vestments of False Faith, Blessing of ABadar, Sawtooth Sabre +2, Blessing of Bastet, Blessing of Zon-Kuthon,
Displayed: Deck: 13 Discard: 2 Buried: 1
Notes: Use blessings as needed. Reroll used: N
Kit: Hypnotist's Locket, Blessing of the Eternal Rose, Lockpick Shield,
Favored Card: None
Hand Size: 6 [X]7 [ ]8
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).
Start of Turn: Switch to The Red Raven Move to Seaside Warehouse. Draw Mask of Stolen Mien, banishing the displayed monster. End of Move Step: Examine top card of location: Jolly Roger
Aric gets into costume and heads to the warehouse, wary of the numerous pirates that are out for their heads. Facing seafaring murderers out for his blood is definitely something he'd rather do as...The Red Raven!
End of Move Step: Reveal Fortune-Teller and choose boon. Encounter the Item.
"Ah, I see pirates in your future, lad!" The fortune-teller states the bleeding obvious as a skull and crossbones flutters on the building ahead.
Jolly Roger:
Item 2
Traits
Object
Swashbuckling
Check
Wisdom
Survival
8
Powers
Display this card next to your character. While displayed, add 1d6 to your checks to defeat ships.
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Melee 12:1d10 + 7 ⇒ (4) + 7 = 11 Assuming someone still wants a Weapon 6, might be worth using a die bump on this? I'll use one on that assumption - Acquired!
Not wanting anything to do with the pirate flag, the vigilante is more than happy to claim an unwanted but well used and fine looking rapier. It looks to have seen its fair share of battle and he didn't need the seer to tell him it may see more in the very near future.
Discard Isiem to examine top 3 cards in location: Tsadok Goldtooth (Villain/Henchman), Potion of Healing (Item B), Fuse Grenade (Item 6) Return them in any order. Grenade on top, then potion, then Tsadok. Upon examine, switch to Aric.
It seems everyone wants to get in on the foretelling racket now, as a darkly cloaked wizard steps forward and describes what lays ahead. Trouble, healing and explosives. Things that generally go together, but it's the order that makes all the difference as to the end result.
Put Vizier on top of deck to examine the top card of the location: The Villain!!
Switch to Aric. End Turn. Reset Hand.
The Red Raven takes a moment to save a fishermen from a shark attack and then gets back to business, slealthily scouting out Bonefist himself. Deciding it wiser to report back to the others before taking on Kerdak underprepared, the vigilant ducks away without being seen.
Aric/The Red Raven wrote:
Hand: Scoundrel's Sword Cane, Vizier, Vampiric Backsword +3, Fortune-Teller, Blessing of the Ancients, Armor of Skulls, Isiem,
Displayed: Mask of Stolen Mien (Pirate Sniper),
Deck: 9 Discard: 3 Buried: 1
Notes: Use blessings as needed. Reroll used: Y
Sideboard cards: Lockpick Shield, Sawtooth Sabre +2, Hypnotist's Locket,
Favored Card: None
Hand Size: 6 [X]7 [ ]8
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).
Start of Turn: Recharge Quick-Change Mask to recharge random ally from discard pile: Marianix Karn
Start of Turn: Switch to Red Raven. Switch in Corrosive Backsword +4 from kit for Lockpick Shield End of Move Step: Examine top card of location. It's a monster, so encounter it.
Pirate Sniper:
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Aric tries to remain inconspicuous as he approaches the vicinity of the sniper, hobbling along on a cane. He waits until he's sure he's out of sight before slipping into costume and turning the tables on the sneaky elf. Getting the jump on the sniper, the vigilante finishes him off with one quick swing of his acidic sword.
Free Explore
Insanity Daemon:
Monster 5
Traits
Outsider
Check
Combat
20
Powers
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
Reveal Vampiric Backsword +3 Combat (Melee) 24:1d10 + 7 + 1d6 + 3 + 1d6 ⇒ (4) + 7 + (1) + 3 + (2) = 17 Bury Blessing of Bastet to reroll all the dice. Combat (Melee) 24:1d10 + 7 + 1d6 + 3 + 1d6 ⇒ (8) + 7 + (2) + 3 + (3) = 23 Shirt reroll to reroll the 1st 1d6 Combat (Melee) 24:21 + 1d6 ⇒ 21 + (4) = 25Defeated! Place Vampiric Backsword +3 on top of deck to recharge random card from discard pile: Corrosive Backsword +4 AYA Wisdom 10:1d8 + 3 ⇒ (5) + 3 = 8Fail
The fun isn't over yet, as he feels a tug on his mind and has to fend off a mind-affecting demon. It's a tough fight. The Red Raven comes out on top but feels drained and exhausted. He barely has the energy left to fend off a frenzied marine before taking a moment to regather his breath.
Reset Hand. End Turn. End of Turn: Examine top card of location. It's a monster, so encounter it.
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.
Favored Card: None
Hand Size: 6 [X]7 [ ]8
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).
Start of Turn: Discard Marianix Karn to evade Draugr Captain Start of Turn: Switch to The Red Raven. Swap in Slip from kit for Corrosive Backsword +4 Move to Murder Hole. End of Move Step: Examine top card of location: Port Peril Corsair. It's a monster, so encounter.
With little time to change into his costume, Aric ducks away and watches in awe as his companions manage to fend off a wave of crazed draugr captains. They seem to be drawn to the fort, so Aric decides the best course of action is to held elsewhere as quick as he can. Somewhere much safer, like...ah, the Murder Hole. OK, so safe might not be the right word, let's just stick with somewhere else and leave it at that.
Port Peril Corsair:
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
BYA Combat Damage:1d4 - 1 ⇒ (4) - 1 = 3Oof! Discard Slip, Vestments of False Faith, Evangelist for damage. Recharge Blessing of Zon-Kuthon. Reveal Vampiric Backsword +3 Combat (Melee) 29:3d10 + 7 + 1d6 + 3 + 1d6 ⇒ (4, 4, 7) + 7 + (6) + 3 + (4) = 35Defeated! Put Vampiric Backsword +3 on top of deck to recharge a random card from discard pile: Vestments of False Faith
Back in the familiar red and black, The Red Raven is struck by a sniper before he can close in and finish off the troublesome corsair, running him through with his vampiric sword.
Free Explore
Audessa Reyquio:
Ally 4
Traits
Human
Aristocrat
Check
Dexterity
Acrobatics
7
THEN
Charisma
Diplomacy
10
Powers
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
Auto Fail. Banish the ally.
"Oh, young man! How dashing! What a simply amazing display! I thought that terrible man was going to rob us all, or maybe worse!" A well-dressed lady approaches the vigilante, to offer her thankss. Perhaps Aric might stay and chat a while, but this is no job for...The Red Raven. He just grunts and with a brief nod makes his exit, watching out for more sneaky snipers.
End of Turn: Examine top card of location: Pirate Sniper Switch to Aric. Reset Hand.
Aric/The Red Raven wrote:
Hand: Vampiric Backsword +3, Mask of Stolen Mien, Blessing of Bastet, Scoundrel's Sword Cane, Quick-Change Mask, Lockpick Shield, Vizier,
Displayed: Deck: 10 Discard: 4 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Corrosive Backsword +4, Sawtooth Sabre +2, Hypnotist's Locket,
Favored Card: None
Hand Size: 6 [X]7 [ ]8
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).
Start of Turn: Switch to The Red Raven. Swap in Shadowless Sword from kit for Vampiric Backsword +3 Explore Scar Bay
Enemy Ship:
Henchman Barrier C
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:1d14 ⇒ 8
Come What May:
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.
When Commanding
Reduce Structural damage to this ship by 1.
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.
Lini warns The Red Raven of an enemy ship sailing into Scar Bay. Together they set up an ambush, the wise little druid teaching the vigilante some tricks she picked up in the wild. The ambush is a success, and the ship gets lured onto some rocks and is completely wrecked.
Ask for Blessing of Thoth from Lini Wisdom 10+1:3d8 + 3 + 4 ⇒ (4, 7, 3) + 3 + 4 = 21Defeated! Plunder:1d6 ⇒ 2Spell Attempt to Close Wisdom 8:1d8 + 3 ⇒ (1) + 3 = 4 Shirt Reroll Wisdom 8:1d8 + 3 ⇒ (6) + 3 = 9Location Closed! Game Over?
Doing one last reconnoiter of the surrounds, the pair declare Scar Bay safe and head off to rejoin the rest of their friends for a celebratory beverage or two.
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Off turn: Recharge Blessing of Abadar on Tarlin's check. Recharge random card from discard pile: Blessing of the Ancients
"She's trouble that one, I keep telling you!" The fortune-teller prattles on as she sees Lini heading over to join Aric at the not-so-lonely isle. Her prophecies seem to be improving, or she's just hit a lucky patch, as Lini's arrival is quickly followed by an attack from an enemy ship.
Ranged Damage:1d4 - 1 ⇒ (1) - 1 = 0
Start of Turn: Switch to The Red Raven Move to Fringes of the Eye. End of Move Step: Examine top card of location: Blessing of Milani. Reveal Fortune-Teller. Call boon. Examine top card and encounter.
Blessing of Milani:
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Dexterity 7:1d10 + 4 ⇒ (9) + 4 = 13Acquired!
A storm starts to brew and The Red Raven tries to use it a smoke screen to avoid the fortune-teller but she's hard to elude. The wilting rose comes flying out on the wind and lands at the vigilante's feet. "Love has a funny way of finding you when you least expect it." the seer enigmatically announces. "Of course it can just as easily blow away once again..."
Explore!
Corlan:
Ally 3
Traits
Tengu
Smuggler
Check
Charisma
Diplomacy
9
Powers
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Recharge Quick-Change Mask to use Stealth instead of normal skill. Stealth 9:1d10 + 6 ⇒ (7) + 6 = 13Acquired!
The vigilante sneaks away and strikes up a conversation with a shady looking tengu. Anything to avoid the fortune-teller's predictions.
Discard Slip to examine top card of location: Teleportation Trap. Put on bottom of deck. Explore.
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.
Little Slip is paying attention and warns of a nasty magical trap...and the arrival of another enemy ship!
Random Ship:1d14 ⇒ 1
Merchantman:
Merchantman
Ship B
Class 0
Check to Defeat
Wisdom
Survival
5
OR
Perception
7
When Encountered
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.
Check to Repair
Craft
6
When Commanding (Wrecked)
If you fail to defeat a bane that has the Pirate trait, bury a card.
Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
One ship is defeated...but wait, there's another!
Random Ship:1d14 ⇒ 13
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.
Ask for blessing of Blessing of Sivanah from Lini Wisdom 13:2d8 + 3 ⇒ (8, 7) + 3 = 18Defeated! Location Closed! Plunder:1d6 ⇒ 5Ally Adding 1d4 ⇒ 2 barriers and 1d4 ⇒ 3 blessings to deck. Random Encounter:1d5 ⇒ 1 Random Barrier:
Sandbar:
Barrier 3
Traits
Task
Aquatic
Check
Strength
Knowledge
Wisdom
Perception
11
Powers
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Everybody moves to Fringes of the Eye Recharge Corlan and Fortune Teller. Reveal Shadowless Sword Perception 14:1d8 + 5 + 2d4 + 1d8 ⇒ (2) + 5 + (3, 3) + (1) = 14Defeated!
"You'll bring nothing but trouble to all of your friends!" The fortune-teller bemoans just before a ship carrying all of The Red Raven's companions washes up on the shore. The vigilante quickly rushes to help get the ship back afloat. The tengu gets left behind and fortunately the witch does as well.
End of Turn. Switch to Aric. Swap in Psychometrist for Shadowless Sword
[ooc]End Turn. Reset Hand.
Aric/The Red Raven wrote:
Hand: Mask of Stolen Mien, Blessing of Bastet, Psychometrist, Hypnotist's Locket, Sawtooth Sabre +2, Vampiric Backsword +1,
Displayed: Deck: 18 Discard: 2 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Shadowless Sword, Brine's Sting, Armor of Skulls,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Start of Turn: Switch to The Red Raven. Swap in Blessing of the Ancients from kit for Armor of Skulls End of Move Step: Examine top card with Red Raven's power: Drowning Spikes Trap Reveal Fortune-Teller. Call bane. Examine top card and encounter.
Drowning Spikes Trap:
Barrier 1
Traits
Trap
Aquatic
Check
Dexterity
Disable
7
Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Seeing the fortune teller hanging around, Aric decides he'd rather face her as...The Red Raven! As soon as the annoying witch spots the red and black vigilante, she starts spouting predictions of doom and gloom for the man. He's used to facing peril, however, and avoids falling into a pit filled with water and spikes...begrudgingly admitting to himself that the warning did come in handy.
Explore
Blessing of Milani:
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Trying to appease the woman, or even better get her off his back completely, he offers her the red rose that he's been carrying around for some time. It's starting to wilt, anyway. To his surprise she accepts it with a smile and her cheeks start to blush.
Discard Blessing of Ancients to examine top card of location: Sabotage. Explore.
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
Saved by the bell...or to be more exact a band of saboteurs up to no good...The Red Raven rushes off to foil a crime, hoping that the fortune-teller will be gone when he gets back.
End of Turn: Examine top card of location: Enemy Ship Switch to Aric. Swap in Vestments of False Faith from kit for Brine's Sting End Turn. Reset Hand.
Aric/The Red Raven wrote:
Hand: Blessing of Abadar, Slip, Shadowless Sword, Quick-Change Mask, Vestments of False Faith, Fortune-Teller,
Displayed: Deck: 14 Discard: 2 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Psychometrist, Brine's Sting, Armor of Skulls,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Upon Lini encountering the villain, switch to The Red Raven. Swap in Quick-Change Mask from kit for Psychometrist
The vigilante tosses the red rose back to Marianix and rushes to help his little green-haired gnome friend. "Holy electrified bones, Lini! That dragon is shocking!"
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.
Leaping into the fray, The Red Raven swings his glowing red sword as he lands on the big dragon's back. His blade comes down into the beast's massive skull with a sizzling crackle of sparks and a shower of splintered bones. For a moment it seems that it is two huge aquatic beasts engaged in mortal combat...but no it's just a man doing his job, fighting evil in whatever form it might take.
Reveal Vampiric Backsword +3. Recharge Blessing of Zon-Kuthon to add 2 die. Add a die from Great White Shark displayed next to Mask of Stolen Mien as it shares the aquatic trait with Brinebones. Accept Blessing of Sivanah from Lini and BoLord of Iron from Hayato. Discard Quick-Change Mask to add 1d8
As Brinebones crumbles and collapses back into the sea, The Red Raven leaps back to the ground, grabbing Lini up in his arms as he jumps to safety. Landing next to Marianix, he retrieves the red rose from his paramour and offers to the little druid. "You don't mind do you Ms. Karn? I do believe that she's earned this!"
"Holy shark repellent potion! It's a Great White!" The Red Raven, thoughts of Marianix filling his head, rushes into the fray.
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.
Vampiric Backsword +3 Combat (Melee) 16:1d10 + 7 + 1d6 + 3 ⇒ (9) + 7 + (3) + 3 = 22Defeated! Put the weapon on top of deck to recharge Vizier from discard pile. Display Mask of Stolen Mien to put Great White Shark next to it. End of Turn, examine next card in location: Blazing Servant (Spell 4) Switch to Aric End Turn. Reset Hand.
The Red Raven makes short work of the shark, sinking his red blade into the beast's open maw. Marianix rushes up just in time to witness the impressive feat and runs up and gives him the rose. "My hero!" she exclaims as she wraps him in a big hug.
Elated and heartbroken at the same time, Aric/The Red Raven, not for the first time today, questions this whole double life!
Aric/The Red Raven wrote:
Hand: Psychometrist, Heister, Blessing of Abadar, Vampiric Backsword +1, Blessing of Sivanah, Blessing of Zon-Kuthon,
Displayed: Mask of Stolen Mien (Great White Shark),
Deck: 16 Discard: 0 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Hypnotist's Locket, Menacing Backsword +1, Quick-Change Mask,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Powers
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Auto Fail. Banish.
Taking a boat over towards the spooky Fort Hazard, the vigilante takes a wide berth around a spectral anchor tied to a pole. Sure it might have some use but if his recent experiences with the fortune teller have taught him anything, better to stay clear of supernatural mumbo-jumbo for awhile.
Put Vizier on top of deck to examine top card of location: Marine (Monster)
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.
Discard Vizier to explore again. Reveal Vampiric Backsword +3. Reveal Evangelist. Combat (Melee) 14:1d10 + 7 + 1d6 + 3 + 1d6 + 1 ⇒ (2) + 7 + (2) + 3 + (2) + 1 = 17Defeated! Display Marine next to Mask of Stolen Mien Put Vampiric Backsword +3 on top of deck to recharge Vizier from discard pile.
The Red Raven is pleased to foil a feeble ambush by an aggressive sailor who foolishly tries to mug one of Aric's aristocrat friends. The pirate loses an arm for his troubles. Nothing a good pirate hook won't fix but if he takes on the vigilante again he might also need to go pegleg hunting as well.
At end of turn, examine top card of location: Cryptic Runes (Henchman). Switch to Aric. Swap in Blessing of Bastet from kit for Hypnotist's Locket. End Turn. Reset Hand.
Aric/The Red Raven wrote:
Hand: Brine's Sting, Heister, Evangelist, Vampiric Backsword +1, Blessing of Bastet, Blessing of Zon-Kuthon,
Displayed: Mask of Stolen Mien (Marine),
Deck: 15 Discard: 0 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Hypnotist's Locket, Psychometrist, Quick-Change Mask,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Start of turn: Switch to Aric Move to Jungle. Explore
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.
Auto Acquire! Examine top card of location with Aric's 'when you acquire a boon' power: Pirate Entertainments Switch to The Red Raven Discard Blessing of the Gods to explore again.
Pirate Entertainments:
Barrier 2
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Recharge Quick-Change Mask to use Stealth skill instead Stealth 12:1d10 + 6 ⇒ (7) + 6 = 13Defeated! Plunder Card:1d6 ⇒ 1Weapon: Icy Boarding Pike +1 Attempt to close Discard Blessing of the Ancients Wisdom 10:2d8 + 2 ⇒ (6, 7) + 2 = 15Closed!
The Red Raven heads back to try and help defeat the sea monster but has to navigate a thick jungle on the way. A group of rowdy pirates are engaged in debauched revelry in a small clearing. Not wanting any part of their raucous party, the vigilante stealthily sneaks past, disarming a drunken guard of his pike on the way past...more for the man's own safety than anything else. He then discards the weapon on his way out the other edge of the jungle.
Discard Icy Boarding Pike +1. End Turn. Reset Hand.
Displayed: Deck: 17 Discard: 4 Buried: 1
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Menacing Backsword +1, Wizard's Hook, Mask of the Red Raven,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Aric sees some of his friends crossing the bridge from the other side and moves to greet them...but before he gets far, screams and shouts erupt from the crowd. More trouble afoot! His friends will have to wait. Another costume change is in order. Luckily the trees around here have rather large trunks. Time to slip into the woods and reappear, ready for action as...The Red Raven!
At start of turn, switch to the The Red Raven. Explore.
Cannoneer:
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
The commotion, it seems, has been caused by a cowardly attack on the bridge from a pirate ship sailing into the mouth of the river. Lobbing cannonballs from its side onto the structure, the assault sends the civilians diving to safety as the parts of the bridge explode from each devastating impact. Aric can see that the Blood Moon is moored nearby and is also being bombarded.
BYA Structural Damage:1d4 - 1 ⇒ (1) - 1 = 0
Tarlin holds the wheel, however, and expertly steers their ship out of trouble. The Red Raven takes a running start and leaps over the side of the bridge, rises several feet into the air, performs two somersaults in mid flight and then lands feet first on the deck of the ship, right behind the cannoneer responsible for this dastardly assault on the bridge.
A well placed sword ends the cannoneer's threat and the bridge is safe once again. A few injured civilians are still in danger, however. Some nurse their wounds and some others hang precariously off the side of the half-destroyed structure. The Red Raven thinks he recognises one slender form with long flowing black hair. His heart leaps into his mouth as he realises that the object of his affections is clinging on for dear life!
Discard Marianix Karn to explore again.
Blink Spider:
Henchman Monster 4
Traits
Aberration
Spider
Check
Combat
17
Powers
All damage dealt by the Blink Spider is Poison damage.
Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you.
If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
The vigilante steps back, preparing to take another running jump over to save sweet Marianix, but before he can he's confronted by a huge beast that amazingly blinks into existence right in front of his eyes. "Holy arachnids! Where did this eight-legged horror come from?" A large spider-like monster with an eerie, humanoid face and a shaggy fur mane looms above him, reaching down to bite the unsuspecting masked hero.
Quickly rolling out of the reach of the bite and under the unnatural creature, The Red Raven lunges upwards into the arachnid's abdomen with his new life-sucking sword. The spider lets out a final anguished shriek before it pops back out of existence, leaving the vigilante free once more to rush to the aid of the young woman who holds the strings to his heart.
Attempt to close! Discard Blessing of Zon-Kuthon Dexterity 10:2d10 + 4 ⇒ (10, 2) + 4 = 16Closed. Not enacting closing effect.
With another breathtaking leap, this time with a twist added to the two somersaults, the Red Raven lands behind Marianix, grabs her wrist and whisks her up into his arms. "My hero!" she exclaims as she wraps her arms around the red and black garbed vigilante and plants a big kiss on his lips.
Having shown no hesitation in the face of crumbling bridges, attacking pirates and giant spiders from another dimension, the Red Raven suddenly finds himself shocked and frozen in place in the face of this unexpected, but most welcome occurrence!
End Turn. Reset Hand.
Aric/The Red Raven wrote:
Hand: Quick-Change Mask, Blessing of the Ancients, Vampiric Backsword +3, Shadowless Sword,
Displayed: Deck: 18 Discard: 1 Buried: 1
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Menacing Backsword +1, Wizard's Hook, Mask of the Red Raven,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
A scuffle breaks out on the bridge as two rough looking men startpushing and shoving at each other as one tries to go one way and the other tries to push past in the other direction. One man ends up going in a completely different direction...over the side of the bridge and down into the water.
Aric, eager for the distraction from all this clairvoyant nonsense, ducks away into the trees and returns feeling much more sure of himself, now that he's not himself at all but is instead...The Red Raven!
The other man ends up heading in the same direction as the other fellow, head over tail and tumbling into the water. That's one way to help two guys see things the same way.
Having dealt with the disagreement, the vigilante is relieved to see the fortune-teller wandering off, confused as to where Aric has gone.
Upon defeating monster, switch to Aric.
Discard (Recharge) Fortune-Teller to explore again.
Ask for Blessing of Abadar from Lini Acrobatics 19:3d10 + 6 ⇒ (6, 6, 3) + 6 = 21Defeated!
The Red Raven finds a huge eye staring back at him from inside the well. Determined to starting fighting back against these mind-bending apparitions, he pulls out his locket and tries to hypnotise the large eye...and manages to lull it to sleep.
End Turn. Examine next card of location: Sandara Quinn Switch to Aric. Reset Hand.
Aric/The Red Raven wrote:
Hand: Mask of the Red Raven, Fortune-Teller, Mask of Stolen Mien, Dreamstalker, Hypnotist's Locket, Shadowless Sword,
Displayed: Pirate Shade Haunt (3),
Deck: 12 Discard: 5 Buried: 0
Notes: Use blessings as needed. Reroll used: Y
Sideboard cards: Diviner's Blight, Vampiric Backsword +3, Lockpick Shield,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Powers
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Bringing his sword up to meet the evil sea creature, the siren ends up skewered on the Red Raven's blade. As he extracts the dead monster from his weapon, he calls to his little sidekick who was napping under a tree. "Slip!? Wake up you little rascal and keep an eye down that well...there could be more of those creatures down there!"
Switch to Aric upon defeat of monster. Swap out Lockpick Shield for Blessing of Bastet from kit.
Hearing word of another of the spiny devils seen at the torture pit, Aric once again pops out of sight for a minute. Devils? Torture? Aric was not keen on those things. Definitely more suited to...The Red Raven!
At start of turn, switch to The Red Raven. Switch out Dreamstalker to kit for Blessing of Zon-Kuthon. Move to Torture Pit. Explore.
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.
Discard Mask of Stolen Mien as no Ranged or Attack trait in check. Reveal Menacing Backsword +1. Recharge Blessing of Zon-Kuthon Combat (Melee) 20:3d10 + 7 + 1d6 + 1 ⇒ (5, 1, 5) + 7 + (4) + 1 = 23Defeated! Attempt to Close Acrobatics 11:1d10 + 6 ⇒ (2) + 6 = 8 Recharge Blessing of Bastet to reroll the die Acrobatics 11:1d10 + 6 ⇒ (10) + 6 = 16Closed! Bury Lockpick Shield +1 for closing effect.
Getting in close with the devil proves a bit painful, as the vigilante gets spiked for his troubles. "Unholy barbed devils! This thing's a bit of a prick!" He soon puts an end to the fiend with a strong swing of his blade and declares the torture pit completely off limits.
End Turn. Reset Hand.
Aric/The Red Raven wrote:
Hand: Diviner's Blight, Mask of the Red Raven, Menacing Backsword +1, Vizier,
Displayed: Deck: 15 Discard: 5 Buried: 1
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Animated Shield, Dreamstalker, Crystal of Healing Hands,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
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.
Ducking under a stall, Aric takes only a couple of seconds to quickly reappear out the other side in his red and black garb. Rushing to deal with the devilish devil, The Red Raven reaches to draw his sword and frustratingly finds the dagger pistol in his hand instead. With a sigh of disgust he chucks the thing at the fiend and then rushes in to follow it up with a more gentlemanly swing of his blade.
Reveal Menacing Backsword +1. Discard Dagger Pistol +1 to add 1d4 and the Ranged trait (avoiding the discard a card effect).
The vigilante grudgingly admits the dagger pistol came in handy as it hits the devil in the shoulder, putting it off just enough to provide a nice angle towards its exposed neck...allowing the sword to finish the job.
With barely a nod to the crowd, the Red Raven disappears back into a side alley and is gone as quick as he appeared.
Upon defeat of monster, switch to Aric. Swap out Crystal of Healing Hands to kit for Dreamstalker Attempt to close...
Had villain encounter spoilered, but just saw Tarlin made his check and Lini had already said she'd discard an ally, so unspoilering for general release.
Using Blessing of Sivanah from Lini BYA Acrobatics 12:2d10 + 5 ⇒ (8, 6) + 5 = 19Only 2 damage Discard Mask of Stolen Mien and Blighted Myrmidon Other Random Occupied Location:1d3 ⇒ 2Cannibal Isle Tarlin must attempt a Dexterity or Acrobatics 12 check. If he succeeds he's dealt 2 Fire damage; if he fails he's dealt 1d4+1 Fire damage.
As Adelita finally makes her way down the stairs, she spots the masked vigilante and snarls. "Ah, I've 'eard you were on board. I've been lookin' for the chance ta defeat the famed Red Raven. A bit shorter than I expected but at least you look pleased ta see me! Here, catch this, little birdy!" She shoots a ball of fire out of her hand which The Red Raven only barely manages to duck underneath. As the wood panels behind him catch fire he still gets a bit singed, but it definitely could have been worse. Up on deck he hears the sounds of combat breaking out and hopes his companions are faring all right as well.
As the one armed woman readies another burst of magical fire, she raises her hooked hand as if ready to strike. Seeing the moment is right, the Red Raven lunges forward with his smaller backsword, swinging at the pirate's hooked arm.
Using Blessing of Sivanah from Tarlin. Reveal and Discard Menacing Backsword +1 Combat 19:2d10 + 6 + 1d6 + 1 + 2d4 ⇒ (7, 4) + 6 + (6) + 1 + (3, 1) = 28
The woman's hooked hand goes rattling across the deck and she screams out in anger and pain. Her eyes seem to glow with rage and her inner magic as she lets out a roar and raises a glowing hand to send another burst of fire straight into the vigilante from point blank range. The Red Raven is ready for the counter-strike, however, and feints to the right before swinging a second sword from the left with his off-hand, in an arc up and under and into the pirate's ribcage.
Using Blessing of the Gods from Amaryllis. Reveal and Discard Captain's Cutlass. Discard Quick-Change Mask to add 1d8 with Red Raven's power. Combat 22:1d10 + 1d12 + 6 + 1d6 + 1 + 1d8 + 1d8 ⇒ (10) + (1) + 6 + (4) + 1 + (6) + (2) = 30Defeated! No cards left in hand to take the AYA damage. Pending temp closes check, that could be the win!
With a burst of magical flames, the pirate's heart is pierced by The Red Raven's blade. She tumbles down onto the decks, and the vigilante, exhausted himself, slumps down beside her onto his knees. "Holy, fireballs! She was almost too hot to handle!"
It is the hour of the Gods Start of turn. Windward Isle effect. Draw a card: Blessing of Bastet
Seeing across the deck that Amaryllis is being chased by a nasty looking pirate, The Red Raven rushes to his friend's aid...as any hero worth his salt would do without hesitation.
Move to Gannet Island. Explore
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.
On his way, the masked vigilante almost slips on a wet plank, but with a bit of luck keeps his feet and runs the marauding pirate through with his sword. Damsel in distress saved - Check!
Upon defeat of monster, change to Aric. Swap in Marianix Karn for Dreamstalker Recharge Blessing of the Ancients to examine top card of location: Canoneer. Switch back to The Red Raven upon examine. Swap in Blessing of the Midnight Lord from kit for Marianix Karn. Explore
Cannoneer:
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
For a moment, The Red Raven thinks things have calmed down and he can change back out of his costume...but then another pirate ship sails up to broadside the Kraken. The vigilante sees he has a clear line to a pirate manning a cannon. The pirate looks all set to unleash a huge projectile from the weapon into this ship! An urgent job for...The Red Raven!
The Red Raven leaps over the gap between the ships. He hits the pirate at the very instant he lights the wick to unleash the cannon. The weapon misfires and the cannoneer ends up hanging limp off the Red Raven's blade. Ship saved from attack - Check!
Switch to Aric upon defeat of monster. Swap in Marianix Karn from kit for Evangelist
Before Aric can reach the Vizier, a tengu with a sharp sword and an even sharper looking beak leaps over from one of the pirate ships attacking the Kraken. You think you're a tough bird? Aric laughs as he sizes up the black feathered tengu. Wait till you get a load of...The Red Raven!
Jakaw Razorbeak:
Henchman Monster 5
Traits
Tengu
Ranger
Pirate
Check
Combat
20
Powers
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Carrying no items at present, so skipping the BYA check. Reveal Shadowless Sword. Recharge Blessing of Zon-Kuthon. Recharge Dandy Brute Combat (Melee) DC26:3d12 + 6 + 1d8 + 2 + 1d6 ⇒ (7, 10, 3) + 6 + (7) + 2 + (1) = 36Defeated!
Slipping below deck for just a moment, Aric disappears and in his place appears the red and black garbed vigilante. Crossing the tossing deck with ease, the masked man leaps in front of the tengu just as he was about to run the mesmerist through, running his sword through the piratical tengu instead. The bird's blood runs red all over his shiny black feathers and for a moment the two combatants look like they could be long lost brothers. "Watch it pal, this costume's my legal trademark, you're treading on dangerous waters looking like that!" Dangerous waters indeed, although the tengu isn't stepping on them, he's soon sinking beneath them as his body is washed overboard and quickly disappears under a massive wave.
Attempt to Close Reveal Shadowless Sword Perception DC7:1d8 + 3 + 1d8 ⇒ (3) + 3 + (4) = 10Location Closed! On closing, draw a card: Dreamstalker Recharge Diviner's Blight when Reset Hand. End Turn.
Aric/The Red Raven wrote:
Hand: Dreamstalker, Evangelist, Shadowless Sword, Blessing of the Ancients,
Displayed: Deck: 16 Discard: 0 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Blessing of the Midnight Lord, Lockpick Shield, Marianix Karn,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
As Aric get nearer to the well, his heart almost stops as he sees an all too familiar bright green tendril coiling up over the edge of the well. Oh No! His arch-anemone has returned!! This is definitely a job for...The Red Raven!
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.
With the help of his dandy side-kick, the vigilante prevails once again, dispatching his arch-anemone with a powerful thrust of his sword. "Take that you dastardly creature! I don't want to see your ugly...ah, amorphous shape ever again!"
Discard Blessing of Bastet to examine next card in location: Blessing of Besmara. Explore.
Blessing of Besmara:
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Auto Acquire! Display another Pirate Shade Haunt
Discard Pteranodon to move to Tengu Rookery B and explore location
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.
Wisdom DC9:1d8 + 1 ⇒ (1) + 1 = 2Fail Location empty, so banish Quick-Change Mask to close the location. Assuming location power stays active when location closed, examine top card of Wishing Well A: Instant Armor
The flying lizard gets startled by the fight and flies off. The Red Raven follows the beast and on the way encounters a strange pink, hairless monkey. One bizarre pet was enough to deal with. He wisely passes it by, deciding it may be time to change back into his day clothes and explore at a more leisurely pace.
End Turn. Switch to Aric. Reset Hand.
Aric/The Red Raven wrote:
Hand: Mask of the Red Raven, Blessing of Besmara, Shadowless Sword, Brine's Sting, Blessing of Gozreh, Marianix Karn,
Displayed: Pirate Shade Haunt (3),
Deck: 12 Discard: 5 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Rum Bottle, Diviner's Blight, Sharper,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Powers
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If the check to defeat does not have the Magic trait, Animate Dream is undefeated.
If you fail a check to defeat the Animate Dream, shuffle a random blessing from your hand into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
The Red Raven doesn't do spells, so no need for the BYA check.
The priest's tale proves a true one, as The Red Raven does indeed encounter an apparition in the alley running behind the shop. Steeling himself for the fight, the vigilante draws his magical blade. He is surprised but pleased to see the ship's cleric coming down from the other end of the alley, symbol of Sarenrae raised high and glowing. She'd obviously had the same idea after hearing the seafaring cleric's tale of horror.
The evil spirit, weakened by the priest's holy energy, proves little match for The Red Raven. With one swing of his sword, he carves through the incorporeal beast, dispelling it into the air. He doesn't have much time to savour the victory, however, as an ominous sound comes from around the corner. Sounding like a mix between the growls of a large cat and the hissing of snakes, the sight of the beast is even more disturbing. It is exactly what it sounded like it might be. A cat with snakes growing out of its shoulders!! Why couldn't the priest have mentioned this thing in his story?
Shimerae:
Henchman Monster 3
Aberration
Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Shadowless Sword Combat (Melee) DC15:1d10 + 6 + 1d8 + 2 + 1d8 ⇒ (1) + 6 + (8) + 2 + (4) = 21Defeated! Location Closed! Draw 3 Random Items: Rum Bottle, Jolly Roger (x2). Add the alcohol into hand, return the two flags.
Not dwelling too much on the horrific appearance of the creature, The Red Raven bravely steps forward and strikes at the aberration, hoping it bled like a normal beast would. Thankfully it does, both the snakelike and the catlike parts of it bleed thick blood onto the pavement after the vigilante has disposed of the threat.
As thanks, the apothecary's owner offers the vigilante a reward...a bottle of rum! "It's the least I can do!" the man says. The Red Raven can't argue with the truth of that statement and heads back into the shadows.
End Turn. Switch to Aric at end of turn. Switch in Slip from kit for Rum Bottle. Reset Hand.
Aric/The Red Raven wrote:
Hand: Slip, Blessing of Bastet, Shadowless Sword, Quick-Change Mask, Sharper, Blessing of the Ancients,
Displayed: Deck: 13 Discard: 2 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Rum Bottle, Diviner's Blight, Dandy Brute,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Powers
Damage dealt by the Daughter of Imerta is dealt to each character at your location.
Before you act, each character must attempt a Wisdom 10 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Auto Fail WIS check
The Red Raven sees the strange red skinned creature with black wings that he caught a glimpse of before. As its eyes flick towards his, it starts to let out a strangely captivating song that freezes the vigilante in place. Unable to reach for his weapon, he watches in horror as the creature approaches him, ready to strike.
Just barely able to move his fingers he tries to drop the vial of freezing liquid onto the ground, only managing to do it by loosening his locket and chain and letting both items fall at once to the ground.
Combat vs. the Henchman:
Banish Liquid Ice. Discard Hypnotist's Locket to add 1d8 with his new power feat. Combat (Dexterity) DC18:1d10 + 3 + 2d8 + 1d8 ⇒ (3) + 3 + (6, 6) + (4) = 22Defeated! Bury Marianix Karn to close the location
The Red Raven is relieved that his ploy worked, as the harpy ends up literally frozen in place, in the colder less metaphorical way as compared to what she just did to him.
Upon defeating monster, switch to Aric. End Turn. Reset Hand
Aric/The Red Raven wrote:
Hand: Quick-Change Mask, Diviner's Blight, Blighted Myrmidon, Blessing of the Ancients, Sharper, Blessing of the Midnight Lord,
Displayed: Mask of Stolen Mien (Darkforest Anemone),
Deck: 7 Discard: 4 Buried: 1
Notes: Use blessings as needed. Midnight Lord adds 2 dice to CON check or that has Finesse trait. Reroll used: Y
Sideboard cards: Captain's Cutlass, Shadowless Sword, Lockpick Shield,
Powers
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.
The Red Raven, despite his stealth and sharp eyes, is caught unawares by what at first glance appears a simple statue, but is in fact a gargoyle with a bow and arrow. Only his quick reflexes allow him to duck away just in time, as the arrow whizzes over his head.
Reveal and discard Brine's Sting Combat (Melee) DC18:1d10 + 6 + 2d4 + 2 + 2d4 ⇒ (4) + 6 + (1, 1) + 2 + (3, 1) = 18Defeated!
The vigilante lunges toward the sneaky monster with his rapier, just barely managing to stick the elusive little sniper on the tip of his blade, running him through.
Wary of another ambush, The Red Raven agrees to let little Slip scout ahead through the shadows, while he momentarily becomes less conspicuous in his civilian clothes.
Upon defeat of monster, switch to Aric. Swap in Hypnotist's Locket from kit for Captain's Cutlass
Discard Menacing Backsword +1. Reveal Evangelist Combat (Melee) DC16:1d10 + 5 + 1d6 + 1 + 1d6 + 1 ⇒ (3) + 5 + (6) + 1 + (3) + 1 = 19Defeated! Display Mask of Stolen Mien to display Darkforest Anemone next to it.
With a quick slash of his blade, The Red Raven cuts the aquatic creature back down to size. With the creature successfully dealt with, the vigilante then cuts off a few of the brightly coloured tendrils and attaches them to his mask. Surprisingly, the effect is to make him look even more fearsome and intimidating. Probably something to do with that old cliche. You know the one, The anemone of my anemone and however it goes.
The ship's newest crew member, a wise half-elf cleric of Sarenrae then steps forward. "Let me check for the presence of any evil ahead...those anemone aren't usually so aggressive. Perhaps something has influenced it?"
Recharge Evangelist to explore again.
Icy Boarding Pike +1:
Weapon B
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Auto Fail. Banish
She finds nothing (for the moment), however, except for a magical boarding pike which no-one, least of all The Red Raven, particularly
wants. The vigilante is not convinced there's no further danger, so decides to do a little scouting of his own.
End Turn. Examine top card of location deck: Daughter of Imerta
The Red Raven's suspicions are proven correct, as he catches a fleeting glimpse of red skin, black feathers and was that a horn? Any two of those would have given him a bad feeling but all three can only mean evil. He takes a moment to prepare for what could be a tough fight.
Upon examine, switch to Aric. Swap in Liquid Ice from kit for Lockpick Shield. Reset Hand.
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
[X] You may discard a card to evade a bane you encounter
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8
Discard Blessing of the Ancients to examine top card of location and explore
Sea Hag:
Monster B
Traits
Hag
Aquatic
Check
Combat
11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any
Changing into costume for the treacherous climb, The Red Raven encounters an angry sea witch who is also seeking shelter from the impending storm.
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
Powers
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Stealth DC8:1d10 + 5 ⇒ (10) + 5 = 15Acquired! Discard Blessing of Bastet to examine next card in location: Potion of Flying. Switch to Aric upon examine. Switch in Diviner's Blight from kit for Divine Favour.
"Wait, boss!" The little halfling, Dredge, finds something of interest in the pocket of the discarded armour. "Ah, before you...er, slip into something more comfortable, perhaps you might want to check this out. It could come in handy.
Slip proves reliably sneaky again, managing to lure a group of potential ambushers away from the ruins. Meanwhile, The Red Raven finds himself next to a small swamp-like pool and confronting danger once more. A strange ooze-like thing bursts through the surface and shoots a spray of acid at him, searing a hole through his costume and stinging his flesh.
Auto Fail BYA check. Discard Mask of Stolen Mien and Lockpick Shield for Damage Reveal Brine's Sting Combat (Melee) DC12:1d10 + 5 + 2d4 + 2 ⇒ (10) + 5 + (2, 1) + 2 = 20Defeated!
Having dealt with the ooze, the vigilante takes a moment to tend to his wounds before returning to the camp as his civilian persona.
End Turn. Examine next card: Crawling Cyclops Hands. Switch to Aric. Reset Hand.
Aric/The Red Raven wrote:
Hand: Blessing of Bastet, Brine's Sting, Dandy Brute, Dredge, Blessing of the Ancients, Dreamstalker,
Displayed: Deck: 10 Discard: 3 Buried: 1
Notes: Sideboard cards: Mask of the Red Raven, Diviner's Blight, Sharper,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
The Red Raven finds the portly man down on his knees in front of a humanoid female whose voice seems to have the man under her thrall. Having wisely blocked his ears after hearing the priests tale of woe, the vigilante rushes to the foolish man's aid.
The siren is easily vanquished without the advantage of being able to use her voice and The Red Raven decides to take the time to consult his cards to see what other dangers may lie ahead.
Bury Harrow Deck to examine top 3 cards of the location: Trident +1, Geyser, Ambush. Leave them in that order.
Getting a vision about a possible ambush, he heads back to the priest to get more strength in numbers. The priest advises where a stash of his fallen companions gear can be found, and the Red Raven happily follows along to see if there's anything useful that can help them be more prepared.
Discard (Recharge) Besmaran Priest to explore again.
Trident +1:
Weapon 2
Traits
Polearm
Melee
Piercing
Magic
Elite
Check
Strength
Melee
10
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.
Auto Fail!
It turns out there are some decent weapons, but all a little too heavy-handed for The Red Raven's more swashbuckling tastes. He spends a few moments looking through the rest of the gear.
End Turn. Examine top card of location. Switch to Aric. Reset Hand
Aric/The Red Raven wrote:
Hand: Blessing of Bastet, Brine's Sting, Dandy Brute, Lockpick Shield, Slip, Mask of Stolen Mien,
Displayed: Deck: 12 Discard: 1 Buried: 1
Notes: Sideboard cards: Mask of the Red Raven, Diviner's Blight, Sharper,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
Dinosaurs? Aric remains doubtful, thinking he'll believe that when he's sees them...and is quite content for his disbelief to remain completely unchallenged.
Explore Coastline
Allosaurus:
Henchman Monster 4
Traits
Animal
Check
Combat
21
OR
Wisdom
Survival
14
Powers
Damage dealt by the Allosaurus is increased by 3.
If undefeated, a random other character at your location summons and encounters the Allosaurus.
If defeated, you may immediately attempt to close the location this henchman came from.
Unfortunately, it doesn't take long for Aric's belief system to be completely turned up on its head. A large two-legged lizard with a huge head and way too many sharp, serrated teeth, bursts out of the bushes near the coastline.
If ever there was a job for his alter ego, then this definitely qualified. Removing his upper garments quicker than he'd ever done in the past, he pulls on his mask and rushes straight into battle as...The Red Raven!
Switch to The Red Raven upon encountering Henchman. Swap in Blessing of Bastet from kit for Sharper. Discard Blessing of Abadar. Discard Captain's Cutlass Combat 21:2d10 + 6 + 1d6 + 1 + 1d8 ⇒ (6, 6) + 6 + (4) + 1 + (6) = 29
With one powerful swipe, the vigilante cuts the big lizard down, as the dinosaur snaps its jaw shut only inches in front of his face. He then wisely decides that it might be time to head back to the ship...
Attempt to close Perception DC6:1d8 + 3 ⇒ (7) + 3 = 10Location Closed When closed, recharge Captain's Cutlass Upon defeat of monster, switch to Aric. Swap in Brine's Sting from kit for Diviner's Blight End Turn. Reset Hand
Aric/The Red Raven wrote:
Hand: Blessing of Bastet, Brine's Sting, Dandy Brute, Lockpick Shield, Harrow Deck, Social Climber,
Displayed: Deck: 12 Discard: 1 Buried: 0
Notes: Sideboard cards: Mask of the Red Raven, Diviner's Blight, Sharper,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X]or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck) ([X} or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
With reports that there are only monsters lurking nearby and no more friends to be made or loot to be found, Aric concludes that the only jobs left near the Bridge are jobs for...The Red Raven! Best round up more potential sidekicks before he does, though.
Switch to The Red Raven at start of turn. Switch in Blessing of Abadar from kit for Menacing Backsword +1.
Recharge Quick-Change Mask to recharge random ally from discard: 1-Sharper,2-Social Climber:1d2 ⇒ 2. Explore
Cannoneer:
Monster 3
Traits
Human
Pirate
Elite
Check
Combat
17
Powers
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
As he returns to the ship to get changed into costume, a cannon comes lobbing over from an approaching enemy ship. The Red Raven leaps onto his boat, bounds across the deck, jumps up to grab a loose bit of rope hanging down from the sails and then swings, weapon drawn, across to confront the cannoneer responsible for the attack on their ship.
BYA Structural Damage:1d4 - 1 ⇒ (3) - 1 = 2Discard Diviner's Blight to reduce 1 point of structure damage. Hoping someone else will take the remaining point, but if not will discard an extra card before end of turn.
Having defeated the annoying pirate, The Red Raven returns to clear out the bridge and its surrounds.
End Turn. Switch back to Aric. Reset Hand.
Aric/The Red Raven wrote:
Hand: Shadowless Sword, Dreamstalker, Blessing of the Midnight Lord, Brine's Sting, Marianix Karn, Blessing of Abadar,
Displayed: Deck: 11 Discard: 4 Buried: 1
Notes: Use blessings as needed. Midnight Lord add 1 die or 2 v. CON check or that invokes Finesse trait. Shirt reroll used 4A:N
Sideboard cards: Menacing Backsword +1, Lockpick Shield,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
A faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a skull visible somewhere in its depths. "Holy aberrations! What the wisp is this?" The Red Raven stops in his tracks, brandishing Brine's Sting before him.
Suddenly feeling a strange effect starting to take hold on his mind, the vigilante remembers a trick Lini once taught him (or rather Aric), and does his best to resist.
Ask for Blessing of Thoth from Lini to assist with BYA Wis check. Wisdom DC10:3d8 + 1 ⇒ (5, 4, 7) + 1 = 17
He then lunges forward with his rapier, hoping the thing was able to feel the sting of his blade.
Reveal Brine's Sting Combat (Melee) DC16:1d10 + 5 + 2d4 + 2 ⇒ (9) + 5 + (3, 2) + 2 = 21Defeated! Discard Blessing of Bastet to examine top card of location: Spiked Log Trap. Encounter.
Spiked Log Trap:
Barrier 2
Traits
Trap
Elite
Check
Dexterity
Disable
8
OR
Wisdom
Perception
10
Powers
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Dexterity DC8:1d10 + 2 ⇒ (6) + 2 = 8Defeated!
Straight after disposing of the strange creature, The Red Raven notices his foot is about to trigger a hidden latch on the ground...
He then takes a moment to survey the area for any more threats.
End Turn. Examine next card: Alchemical Glue. Switch to Aric. Reset Hand.
Aric/The Red Raven wrote:
Hand: Shadowless Sword, Blighted Myrmidon, Blessing of the Midnight Lord, Brine's Sting, Captain's Cutlass, Menacing Backsword +1,
Displayed: Deck: 11 Discard: 4 Buried: 1
Notes: Use blessings as needed. Midnight Lord add 1 die or 2 v. CON check or that invokes Finesse trait. Shirt reroll used 4A:N
Sideboard cards: Lockpick Shield, Blessing of Abadar,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
The parting words of the sailor, mentioning harpies, cyclopes and most fearsome of all, pirates desperate for rum, is enough to convince Aric this is a job for...The Red Raven!
Switch to The Red Raven at start of turn. Switch Brine's Sting in from kit for Lockpick Shield Explore Great Stone Bridge
Saltbox:
Weapon 4
Traits
Firearm
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Craft
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
The vigilante finds a gun lying around on the bridge. Was it left there by the loser in some sort of duel? Not a great fan of firearms, The Red Raven picks it up, more to keep it out of the wrong hands than with any real intention to use it with his.
A plump, austentatiously dressed man suddenly appears from behind a tree at the far end of the bridge. "Oh, I say good man...ah, you didn't happen to see a fine looking weapon lying around? I must have dropped it when I ran into those bushes. You see there's a half-man half Cr...AGGGH! There it is again!" The water splashes loudly from behind The Red Raven and the plump man dissppears back into the foliage, calling back as he runs as fast as his plump legs can carry him. "Keep the weapon, just kill that vile beast!"
Discard Social Climber to explore again.
Werecrocodile:
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Reveal Brine's Sting Combat (Melee) DC18:1d10 + 5 + 2d4 + 2 ⇒ (3) + 5 + (3, 4) + 2 = 17 Use weapon's power to reroll 1 die and take the 2nd result Combat (Melee) DC18:1d10 + 5 + 7 + 2 ⇒ (3) + 5 + 7 + 2 = 17Failed!
The Red Raven thrusts his blade at the beast, but the Killer Croc's hide is too strong. As it lunges towards him, the Masked Avenger thrusts once more, but to no avail. He tumbles backwards over the edge of the bridge, and the last thing he sees as he washes back onto the shore is the werecrocodile submerging back into the river and disappearing from sight completely, an unfortunate young pedestrian hanging out of its powerful jaws.
Discard Sharper for damage Shuffle into random open location 1d6 ⇒ 3Eye of Serenity End Turn. Examine top card of location: Merrill Pegsworthy. Switch to Aric. Swap in Blessing of the Ancients for Saltbox. Reset Hand.
Aric/The Red Raven wrote:
Hand: Blessing of Bastet, Blighted Myrmidon, Mask of the Red Raven, Brine's Sting, Dredge, Blessing of the Ancients,
Displayed: Deck: 12 Discard: 2 Buried: 0
Notes: Use blessings as needed. Shirt reroll used 4A:N
Sideboard cards: Saltbox, Lockpick Shield, Blessing of Abadar,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
Powers
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Not long after the pirate heads in, there is a surprised exclamation from him that would make a less travelled man blush...followed by the sounds of combat. Danger in the dark was definitely a job for...The Red Raven. Quickly switching into costume, the vigilante rushes in to save the day yet again.
"Holy amphibians! What is that thing? It's gone hopping mad!" The Red Raven takes a moment to assess the situation, trying to get a bead on the big creature, which is leaping around the cavern, lashing at everyone with its six-foot long tongue!
"Stand back everyone! I'll take it from here! The Red Raven lops off the tongue and then skewers the frog on his blade, before taking the lead and heading further into the caves.
"Discard Blessing of the Gods to explore again.
Besmaran Vestments:
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Finding some slightly tattered armor on the floor, the Red Raven pauses to reflect on what may have been the fate of the frog's last vicim.
Recharge Quick-Change Mask to use Stealth for check. Stealth DC6:1d10 + 4 ⇒ (5) + 4 = 9Acquired!
Quietly picking up the armor, the vigilant takes a moment to examine it further for clues.
Examine next card using 'end of turn' power: Blessing of Milani. Switch to Aric upon examine. Swap in Dandy Brute from kit for Besmaran Vestments. End Turn. Reset Hand.
Displayed: Deck: 12 Discard: 4 Buried: 0
Notes: Use blessing as needed. Shirt reroll used 3D: N
Sideboard cards: Social Climber, Besmaran Vestments, Dreamstalker,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
Start of Turn, swap to The Red Raven. Swap in Blessing of the Ancients from kit for Dreamstalker
The Red Raven can clearly see why this place is called the Ship's Graveyard. The rough waters threaten to smash The Thresher against the sharp rocks. Not a particularly seafaring type, the vigilante calls on the help of his ancestors, hoping he may have just a drop of sailor's blood somewhere in his veins.
Discard Blessing of the Ancients for start of turn check. Wisdom DC5:2d8 + 1 ⇒ (3, 3) + 1 = 7
Glad to have avoided disaster for now, The Red Raven eagerly gets off the ship and sets off to explore the coastline.
Move to Coastline. Explore.
The Ancient Mariner:
Henchman Monster 2
Traits
Undead
Mummy
Aquatic
Check
Combat
15
Powers
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Knowing that he will have to search underwater, The Red Raven cautiously approaches the lapping waves. Before he even gets in up to his waist, a rotting hand bursts out of the sea, attempting to drag him beneath the surface. He instinctively lashes out with his cutlass, swinging so hard, the blade flies out of his hand towards the aquatic mummy.
Worried there may be more where that came from, The Red Raven stops to carefully scour the coastline for more signs of unpleasant creatures attempting to make their way out of the water.
Attempt to close Perception DC6:1d8 + 3 ⇒ (4) + 3 = 7Closed!
Knowing that the search had just begun, he then takes a moment to consult with his deck of cards to see where he will next be needed the most.
Bury Harrow Deck to explore top 3 cards of Shipwreck Graveyard: Blood Hag,Treasure Hunt, Eye Patch. Put Patch on top, then Hunt, then Hag. Swap to Aric upon examine. Swap in Menacing Backsword +1 from kit for Social Climber
Sensing that a hunt may be in order, the vigilante decides to change back into his civilian clothes and finish off that nice stroll on the coastline.
End Turn. Reset Hand.
Aric/The Red Raven wrote:
Hand: Menacing Backsword +1, Quick-Change Mask, Blessing of Abadar, Marianix Karn, Blessing of Bastet, Slip,
Displayed: Deck: 10 Discard: 2 Buried: 0
Notes: Shirt reroll used 3D: N
Sideboard cards: Social Climber, Dandy Brute, Dreamstalker,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
Aric steps behind the thick trunk of a tree and after mere seconds the red and black garbed vigilante steps out from the other side, ready for action! "Take this, you villainous hag! Whatever you're up to, it ends now at the tip of my blade!"
True to his word, The Red Raven runs the foul hag through. After a moment wiping the salty, foul smelling blood off his fine blade, he decides to do some more sneaky reconnoitering, just in case the crone had some cronies lurking around.
Discard Blessing of the Spy to explore again.
Smuggler:
Monster B
Traits
Human
Smuggler
Basic
Check
Combat
9
Powers
Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.
Random Card: 1-Brine's Sting, 2-Periscope, 3-Mask of TRR, 4-BoAbadar:1d4 ⇒ 4
The masked vigilante is momentarily surprised by a shady looking fellow who ducks out from a thick patch of foliage to try and pickpocket his pack. Spinning around, The Red Raven once again adds a salty sting to the tale.
After some strenuous pulling and tugging to get his sword back out of the smuggler's right eye socket and the back of his skull, The Red Raven decides he better make sure he doesn't get ambushed like that again. Whipping out the periscope he extends it up above the treeline to do some long distance scouting.
Recharge Periscope to examine bottom two cards of the location and put them back in any order: Jagged Shoals and Darkforest Anenome. Neither are particularly nice, but put the barrier on the very bottom.
Seeing fair across to the ragged, treacherous far coast of the island, The Red Raven decides to head back around the open beach for the moment...better to do that in his civilian get-up, I guess.
Switch back to Aric upon examine. Swap in Harrow Deck from kit for Mask of the Red Raven End Turn. Reset Hand.
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it).
Off turn: BYA check vs. Sea Drake Acrobatics:1d10 + 4 ⇒ (6) + 4 = 10 Tarlin turtley forgot to roll for Hirgy:1d12 ⇒ 9
The Red Raven deftly dodges out of the way of a stray bolt of lightning shot his way by the sea drake that Tarlin ends up dispatching. Congratulating Tarlin on dealing with the small dragon, the vigilante helps search the atoll.
At end of move step, examine top card of location: Treasure Map
Treasure Map:
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Wisdom DC6:1d8 + 1 ⇒ (7) + 1 = 8
"Ah ha! What's this?" He discovers a small map tucked in between a couple of rocks. Seeing that the 'X' marked on the map is somewhere nearby, he heads off to search.
Examine top card of location deck: Lightning Elemental Discard Corlan to explore again.
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.
Before he can start digging, electricity fills the air and a creature seemingly made of pure lightning crackles towards him. Out of nowhere, Corlan the tengu leaps into the fray, bravely taking on the elemental. Not to be outdone, The Red Raven draws his sword and also rushes in to take on the monster. "Tarlin, back us up! This things looks rather shocking!"
Just when it looks like they could be in for a nasty shock, the heroes manage to turn things around and prevail!
Discard BoAbadar from top of blessings deck to close the lcoation. Plunder:1d6 ⇒ 6Choose blessing End Turn. Reset Hand.
Aric/The Red Raven wrote:
Hand: Social Climber, Quick-Change Mask, Pierce Jerrell, Blackcloth Armor,
Displayed: Deck: 11 Discard: 6 Buried: 0
Notes: Jerrell can add 2d6 to Dip checks or to check to defeat barrier with the Task trait.
Sideboard cards: Potion of Healing, Brine's Sting, Mask of the Red Raven,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).
Concerned by the strange tides that seem to have washed him and all of his friends onto the same island, Aric changes into costume to investigate. Trouble like this would be more of a job for...The Red Raven!
Change to The Red Raven at start of turn. Swap in Dandy Brute from kit for Potion of Healing. Move to Pinnacle Atoll 4. Examine top card of deck using 'end of move' power: Dwarf Caiman. Explore.
Dwarf Caiman:
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Reveal this card to add 1d6 to your Stealth or Fortitude check.
Discard this card to explore your location.
The vigilante approaches the next island, which for now at least doesn't turn out to be an amphibious reptile. There are some reptiles, however. A small caiman croc circles the attol. A future opponent, or maybe a useful ally?
No, The Red Raven is not used to such animals and just manages to scare it away. Never mind, it would probably be expensive to keep fed, anyway. With a shrug, he continues to explore the island.
Discard Blessing of Bastet to examine top card of location: Blessing of Hshurha. Explore
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.
The winds suddenly pick up. The Red Raven hopes that are favourable ones this time and that he doesn't end up back on the crowded island again.
The winds seem fine but it is the ground that he starts to worry about. There is a rumble from below and the whole island seems to shudder a little. OK, so this is what it feels like to be on the back of a giant turtle! Better finish exploring and get off this place in a hurry.
Discard Blessing of Hshurha to explore again. Random Card:1d6 ⇒ 4Card 6
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.
OK, now even the weather seems to be turning bad, lightning cracking out of the air at The Red Raven's feet. Wait, that's no weather, that's a cranky elemental. The vigilante draws his sword and prepares to fight.
Reveal Menacing Backsword +1. Reveal Blackcloth Armor, Recharge Dandy Brute. Combat (Melee) DC17:1d10 + 5 + 1d6 + 1 + 1 + 1d6 ⇒ (8) + 5 + (6) + 1 + 1 + (4) = 25Defeated! Discard BotG from blessings deck to close the location. Plunder:1d6 ⇒ 3Armor End Turn. Swith to Aric. Reset Hand.
Aric/The Red Raven wrote:
Hand: Menacing Backsword +1, Dreamstalker, Blessing of the Ancients, Sword Cane, Pierce Jerrell, Blackcloth Armor,
Displayed: Deck: 11 Discard: 3 Buried: 0
Notes: Use blessings as needed. Jerrell can add 2d6 to Dip checks or to check to defeat barrier with the Task trait.
Sideboard cards: Potion of Healing, Brine's Sting, Mask of the Red Raven,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).
Oh, and a quick check of the cards for some insight might also be helpful.
Bury Harrow Deck to examine top 3 cards of the location and put them back in any order: Jagged Shoals, Magic Chain Shirt, Cryptic Runes.. Put the henchman on top, then the armor, then the nasty barrier.
Yep, the ship is definitely close to some jagged rock, but nothing dangerous on the shore. Perhaps changing into costume was a little bit hasty. Switch back to Aric on this examine. Switch in Quick-Change Mask from kit for Sword Cane.
Assuming Lini takes 2 blessings for her check to acquire the potion, The Red Raven will take the remaining one.
Spoiler:
The Red Raven is about to leap off The Man's Promise to take on the villainous half-orc, when he has to maneuver his ship away from yet another reckless regatta competitor.
Discard Captain's Cutlass. Draw Random Weapon: Boarding Axe
Badly shaken by the near miss with the ship, The Red Raven drops his trusty cutlass and picks up the wrong weapon when he leaps off the ship to encounter Gortus Svard. Wielding an unfamiliar axe, the Vigilante relies on the help of his little friend 'Toc' to assist him.
Discard Blessing of the Spy to examine and explore location: Ghost Random Ship:1d8 ⇒ 1 Extra Random Ship:1d5 ⇒ 5
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.
At that moment, a rival ship appears at full speed at The Red Raven's starboard side. He rushes to the wheel and tries to avoid a collision.
Wisdom DC7:2d8 ⇒ (4, 1) = 5 Use shirt reroll to reroll the 1 Wisdom DC7:4 + 1d8 ⇒ 4 + (5) = 9Defeated! DiscardSword Cane for damage Stash Belaying PIn as plunder.
With disaster averted, The Red Raven sends his trusty little buddy 'Toc' into check on the quartermaster. The clockwork critter scuttles in through the open door and immediately start to beep and chirp in alarm, flashing red lights visibly from inside the building.
Display Clockwork Spy to examine next card.
Shark Skin Armor:
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
"You might need this, mate!" The dandy brute holds up a vest of shark armor, a grin on his face.
"Thanks but no thanks! I've got a rule against wearing dead fish!"
Free explore from the clockwork spy. Auto Fail.
"I'd better go and check on the quartermaster, though. He probably just slipped on some wet planks, but you can never be sure!"
Discard Quartermaster to explore again.
Goose in the Rigging:
Barrier 1
Traits
Task
Elite
Check
Intelligence
Craft
7
Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
There is a blood-curdling honking sound from above, and The Red Raven looks up in horror to see a blasted goose flying straight for the sails."Oh no! Not again! Somebody stop that flying devil!"
Strength DC6:1d6 ⇒ 3 Discard Blessing of the Ancients Intelligence DC10:2d8 ⇒ (5, 8) = 13
Thankfully, the vigilante has learned from his last run in with these feathered vermin and manages to change the jib of the sails just in time to make a clear path for the goose to fly through. With a sigh, he takes a moment to thank the gods for their mercy before getting back to the business at hand.
Examine next card at end of turn: Bull Shark. Switch back to Aric. Switch in Social Climber for Belaying Pin
[ooc]End Turn. Reset Hand.
Aric/The Red Raven wrote:
Hand: Captain's Cutlass, Harrow Deck, Sharper, Punching Dagger, Blessing of Bastet, Social Climber,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).
As other sea devils make their way up onto the ship, The Red Raven finds himself face to face with what looks to be one of their leaders. He swings his cane around at the aquatic fiend.
The monster is quick and manages to duck under the swing, lashing out with long claws at The Red Raven's chest...which is luckily protected with an armoured vest under his outfit.
Bury Patrician's Armor to reduce all damage to 0.
Not holding back any longer, the vigilante unsheathes the sword from within his cane and lunges straight towards the sea devil's heart.
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).
Sorry, didn't realise it had been Aric's turn for awhile already.
Switching to The Red Raven at start of turn. Explore Tempest Cay
Bilge Spider Swarm :
Monster B
Traits
Animal
Swarm
Basic
Check
Combat
6
Powers
All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated.
Stepping back away to give himself some space, The Red Raven stabs and stabs again with his punching dagger at the approaching spiders, hoping to at least thin them out enough to cause them to disperse.
With the spider's defeated, The Raven catches movement out of the corner of his eye. It is that troublesome elf heading into the trees. Up to no good again without a doubt. Better keep an eye on that sneaky woman!
Discard Psychic Detective to examine next card and then explore again.
Magic Weapon :
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
The Red Raven catches the elf in the midst of preparing a spell...creating a magic weapon no less. The vigilante tries to study the movements and listen in to the words that she uses.
Wisdom DC4:1d8 + 1 ⇒ (2) + 1 = 3No!
Unable to make sense of exactly how the elf did what she did, The Red Raven decides to consult his deck of cards to at least try and get a jump on the woman and find whatever else is at this place before the sneaky detective uncovers it first.
Bury Harrow Deck to examine top 3 cards of deck: Crimson Cogward, Leather Armor, Sea Devil (henchman). Put henchman on top, then Cogward, then Armor.
Switching to Aric upon examine. End Turn. Reset Hand.
Aric/The Red Raven wrote:
Hand: Blessing of the Spy, Mask of the Red Raven, Punching Dagger, Lockpick Shield, Social Climber, Marianix Karn,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).
At start of turn switch to The Red Raven! Swap out Aqueous Orb for Blessing of Bastet from kit.
A killer crab-like lobster, or is that lobster-like crab, on the beach? Definitely a job for...The Red Raven! OK, a bit of a far cry from fighting crime on the streets, but a fight with a cranky crustacean will at least break up the day.
Explore Tempest Cay
Reefclaw:
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
The Red Raven lunges forward with his dagger, aiming to pry it in between the joints of the reefclaw's shells and split it open with one well-aimed strike...who knows this could even prove to be a tasty dinner, as well as a victory for aquatic justice!
One claw goes flying loose, spiraling end over end into the sea. The Red Raven doesn't relent, lunging in again to parry the 2nd claw and sever it from the sea creature's body.
For a moment The Red Raven thinks he's misjudged his attack and left an opening for the Reefclaw to snap and sever his fingers, but as luck would have it, the claw comes down on the edge of the blade and severs itself.
Wary of any more unpleasant surprises, the vigilante sends his little mechanical sidekick off on a scouting mission. "Off you go, Tock! Don't come back until you've electrocuted something for supper. This thing here looks like it'll be little more than an entree!"
Display Clockwork Spy to examine top card of location. Explore.
Large Chest:
Barrier B
Traits
Cache
Lock
Veteran
Check
Strength
Melee
10
OR
Dexterity
Disable
9
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
The little automaton stops unexpectedly at the edge of some trees and starts digging straight down. Going over to check, The Red Raven finds it's some buried treasure! Locked of course, but breaking into things was just part of the job in his line of work...all to uphold justice of course!
For a moment he thinks he has it but the lock seems to be rusted shut. Thinking he's wasted enough time, he leaves the chest for later and keeps looking around.
Use end of turn power to examine top card of deck: Bilge Spider Swarm. Switch to Aric upon examining card. Swap out Sharper for Psychic Detective from kit.
He gets a bad feeling about the chest all of a sudden as thousands of spiders start to pour out from inside it.
Will The Red Raven get to enjoy his reefclaw bisque for dinner or will he instead become a meal for some spiders? Stay tuned for the next episode...
End Turn. Reset Hand.
Aric/The Red Raven wrote:
Hand: Psychic Detective, Mask of the Red Raven, Punching Dagger, Lockpick Shield, Harrow Deck, Marianix Karn,
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([X] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).
Red Raven continues to explore the ancient ruins, coming across a looter who turns to attack him, protecting his ill-gained goods.
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.
Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).