Gaining Hero Point
Upgrading Ally 3 Cat into Ally 6 Clockwork Owl
Amli stood in the middle of the deck of the Abrogail's Fury. "We are gathered here today for a most heroic event." The melodies of a mechanical bird quieted as the dwarf spoke. Valendron and Agasta stood in front of the warpriest, hand in hand. Special guests Kerdak, Alise, Lini, Mavaro, Celeste, and Ukuja were all in attendance to witness the ceremony.
Agasta fixed her gaze on Valendron. "I feel the storm swirling about me, yet I know I am safe, and always will be, for I remain fixed in its eye. You have been lightningstruck, and the power of that sorcery is undeniable. But we both are lovestruck, and that runs even stronger through our blood." Agasta turned to the maid of honor standing beside her, and Zova provided a ring.
The sorcerer turned to his best man. With a flair of wizardry, Ezren transmogrified a ring that matched perfectly. "I have reaved across the Shackles, driven by a spirit I could not fathom, a figure of nightmares identifiable only as Her. But now the shroud is gone, and I recognize who truly has motivated my travels. Not Her; but You."
The elf and human slipped the rings onto each other's fingers as Amli's voice boomed across the ship. "By the power vested in me by the Oathkeeper and the Father of Creation, I now pronounce you Lord and Lady."
The mechanical bird let out a glorious trill, punctuated by a crack of thunder. A cheer went up from the gathered crew: pirates and surgeons, sages and mages, kings and councilmen. But none cheered louder than Amli, Ezren, and Zova.
"You may kiss the bride!"
Valendron, Male Elf Sorcerer/Lightning Reaver wrote:
Deck:
23 cards
3 Weapons: Force Sling +3, Giantbane Dagger +1, Seeking Harpoon +1
6 Spells: Dominate, Blizzard, Life Leech, Wall of Fire, Scrying
3 Items: Ring of Energy Resistance, Wand of Treasure Finding, Mist Horn
4 Allies: Clockwork Owl, Pyromaniac Mage, Sage, Surgeon
6 Blessings: Blessing of Nethys, Blessing of Achaekek, 2 Blessings of Gozreh, 2 Blessings of Abadar
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
(During Amli's turn)
Major Cure:1d4 + 1 ⇒ (2) + 1 = 3
Blessing of Abadar, Alise Grogblud, Blessing of Achaekek are healed
(Valendron's turn)
Lost in the Storm: Burying Ring of Energy Resistance
Mist Horn is banished to recovery
Exploring Lost in the Storm 1: Avatar of Dagon
Avatar of Dagon:
Villain B
Type: Monster
Traits:
Aberration
Aquatic
Diety
To Defeat:
Combat 42
THEN Combat 42
OR Divine 24
Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck.
If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck.
Displaying Blizzard
Revealing and discarding Force Sling +3, using Blizzard, revealing Lady Agasta Smythee and recharging 4 cards (Swipe, Lady Agasta Smythee, Life Leech, Crossbow of Retribution), banishing a displayed villain. Amli discards Torag's Power. Ezren reveals Magnetic Tome. Combat 42:3d12 + 2 + 1d6 + 3 + 4d4 + 8 + 2d6 + 1d4 ⇒ (10, 1, 2) + 2 + (4) + 3 + (4, 4, 3, 4) + 8 + (3, 1) + (3) = 52
The mist cleared, and the gods warred.
With a furious onslaught, Valendron unleashed a torrent of frozen hailstones. Agasta stood by the elf's side, matching him blow for blow with equal ferocity. The former Hurricane King added his power to the raging storm. Dagon's avatar withered under the attack- but that was just the opening salvo...
(Pausing for someone to take Divine or 2nd Combat)
Lost in the Storm: Burying Baby Triceratops
Exploring Lost in the Storm 1: Shapechange
Shapechange:
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Amli forges
Arcane 13:1d10 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Shapechange is acquired
Displaying Shapecharge for d12+2s
Valendron was lost in the storm, but the storm was lost in Valendron, and they became one and the same.
Discarding Pirate's Favor to explore Lost in the Storm 2: Avatar of Dagon
Avatar of Dagon:
Villain B
Type: Monster
Traits:
Aberration
Aquatic
Diety
To Defeat:
Combat 42
THEN Combat 42
OR Divine 24
Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck.
If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck.
Avatar of Dagon is evaded and recharged into Lost in the Storm
Dagon realized that these were not mere pirates. And for the first time, the Shadow was afraid.
Discarding Alise Grogblud to explore Lost in the Storm 3: Karkinoi
Karkinoi:
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 25
The difficulty to defeat is increased by the adventure deck number of the current scenario.
If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll.
If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Revealing and burying Vindictive Harpoon, aquatic, non-Attack. Amli displays 4 armors/blessings. Zova recharges Blessing of the Green Faith Combat 25+7=32:2d12 + 2 + 1d6 + 1 + 2d6 + 1d8 + 8 ⇒ (6, 11) + 2 + (1) + 1 + (1, 1) + (5) + 8 = 36 Combat 25+7=32:2d12 + 2 + 1d6 + 1 + 2d6 + 1d8 + 8 ⇒ (5, 10) + 2 + (4) + 1 + (3, 5) + (7) + 8 = 45
Displaying Mist Horn at Lost in the Storm to prevent 2 Combat damage.
Karkinoi is banished
"Come back, coward! The storm is not done with you!" Valendron vindictively flung his harpoon at the last of Dagon's monstrous guardians. With a green flash of lightning, the demonic crustacean disintegrated into mist.
Displayed:Shapechange, Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 10 Discard: 4 Buried: 3
Notes: Mist Horn is displayed until start of Valendron's turn.
Ask before using: Blizzard
Can use without asking: Blizzard for villain; Swipe; Mist Horn
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 6
Summary:
Mist Horn is displayed at Lost in the Storm.
Lost in the Storm 1 is acquired.
Lost in the Storm 2 (Avatar of Dagon) is recharged into Lost in the Storm.
Lost in the Storm 3 is banished.
Amli displays 4 armors/blessings.
Zova recharges Blessing of the Green Faith.
Lost in the Storm: Burying Blessing of Gozreh
Exploring Lost in the Storm 1: Baby Triceratops
Baby Triceratops:
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
Zova recharges Blessing of Ketephys. Ezren reveals Mountaineer Survival 13:3d4 + 2d8 ⇒ (2, 1, 1) + (3, 5) = 12
Using Hero Point
Survival 13:3d4 + 2d8 ⇒ (2, 4, 4) + (3, 7) = 20
Baby Triceratops is acquired
A baby dinosaur was about to be swept overboard. Valendron started to coldly let the storm take the young creature. But a shred of sympathy twinged Valendron, a long-buried maternal memory.
“The storm claims no child today.”
Discarding Blessing of Abadar to explore Lost in the Storm 2: Pirate Hunting
Pirate Hunting:
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, 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.
Random Ship:1d19 ⇒ 13 Summoning Sanbalot
Sanbalot:
Ship 3
Class 3
When Encountering To Defeat: Dexterity/Stealth 9 OR Wisdom/Survival 7 Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them. At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding (Wrecked) To Repair: Craft 6 At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
Everyone takes 1d4-1 Ranged Combat damage Ranged Combat damage:1d4 - 1 ⇒ (1) - 1 = 0 Ezren reveals Mountaineer Survival 7:1d4 + 2d8 ⇒ (4) + (8, 4) = 16 Plunder:1d6 ⇒ 2
Stashing Random Spell 1. Sanbalot is banished. Pirate Hunting is banished
The hesitation allowed another ship to catch up to them. Deadly ballistas struck the Abrogail’s Fury while Valendron climbed aboard their pursuer and disabled the Sanbalot. “What dark magick drew them here?”
Discarding Blessing of Achaekek to explore Lost in the Storm 3: Siren Caller
Siren Caller:
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
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.
Banishing a displayed villain. Zova recharges Besmara’s Tricorne (or Amli discards a Blessing) WIS 8+7:3d8 ⇒ (2, 7, 6) = 15
Siren Caller is banished
“Dark magicks you desire / magicks you gather higher / Magicks now aspire…”
Enthralled, Valendron didn’t hear
whose command or prayer brought Kerdak Bonefist over, but he was grateful regardless as the pirate lord broke the siren’s spell.
Displayed: Deck: 14 Discard: 2 Buried: 1
Notes: Ask before using: Pirate's Favor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Mist Horn
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 6
Summary:
Random Spell 1 is stashed as plunder
Lost in the Storm 1 is acquired.
Lost in the Storm 2, 3 are banished.
Amli takes 1d4-1 Ranged Combat damage.
Ezren takes 1d4-1 Ranged Combat damage.
Zova takes 1d4-1 Ranged Combat damage.
Zova recharges Blessing of Ketephys.
Zova recharges Besmara’s Tricorne (or Amli discards a blessing)
Gaining Hero Point
Forfeiting upgrade
Replacing banished Loot Farglass with Wand of Treasure Finding.
Replacing Loot Pirate's Favor with Blessing of Abadar. Replacing Blessing of Gozreh with Loot Pirate's Favor.
Replacing Scrying with Loot Quickened Ray.
The sky darkened and madness neared, but Valendron only felt the sorcery quickening in his blood.
The storm would always be when he felt the most alive.
Displayed: Deck: 15 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of Gozreh; Blessing of Abadar; Blessing of Achaekek
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Mist Horn
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Henchman
Type: Monster
Traits: Elemental
To Defeat: Combat 17
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.
Revealing and discarding Force Sling +3
Combat 17:1d8 + 3 + 1d6 + 3 + 4d4 ⇒ (5) + 3 + (4) + 3 + (3, 2, 4, 2) = 26
Lightning Elemental is banished
Leaving Bow open
The very embodiment of the storm manifested at the bow. Valendron confronted the energy with a forceful bullet, and the elemental discharged.
Discarding Arronax Endymion to explore Bow 2: Chelish Marine
Chelish Marine:
SS
Monster 6
Traits:
Human
Warrior
To Defeat:
Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Zova banishes Cloud Puff to recovery(per FAQ, this is a before acting power)
Revealing Crossbow of Retribution, human, revealing Lady Agasta Smythee by recharging 4 cards (Ring of Energy Resistance, Lady Agasta Smythee, Mist Horn, Crossbow of Retribution), swashbuckling. Amli displays 2 armors Combat 21:1d8 + 3 + 1d10 + 2 + 1d10 + 8 + 4 ⇒ (4) + 3 + (10) + 2 + (8) + 8 + 4 = 39
Chelish Marine is banished
Leaving empty Bow open
Arronax came to the bow. “Now that the worst has passed, the marines will want a more disciplined order of things,” he warned. Zova was so insulted she released a puff of spores. Agasta likewise retorted with a crossbow bolt. But Valendron was unperturbed. “No. We sail ever on as before.”
Ending turn. Recharging Scrying to move to Crow’s Nest
Resetting hand
(Fast forwarding 12 turns)
Hourglass 13: Gozreh o’clock
Move to Bow
Closing empty Bow: Discarding Pirate’s Favor
INT 30-28=2:2d6 ⇒ (6, 2) = 8
Bow is closed
The storm was tamed. The rest of the day was smooth sailing. Valendron stood atop the vessel as it went unimpeded, scanning the empty horizons devoid of challenges. As dusk approached, the elf leapt to the prow and unfurled the flag with a triumphant flourish.
They had survived.
Hourglass: Abadar o'clock
Helm: Amli moves to Helm
Giving Blessing of Nethys to Amli
Blessing of Nethys:
Blessing 6
Divine / Nethys
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, and 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.
Valendron stepped aside for Amli. Nethys approved of two helmsmen.
Moving to Crow's Nest
Exploring Crow's Next 1: Social Niceties
Social Niceties:
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Zova discards the Wanderer CHA 14:3d10 + 4 ⇒ (5, 1, 7) + 4 = 17
Social Niceties is banished. Banishing Farglass to draw Random Ally 1: Arronax Endymion
Arronax Endymion:
SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Valendron wandered back up to the crow's nest, where Arronax was squinting through the farsight. The aristocrat nodded in approval. "Tis most proper, giving women equal chance to helm the ship."
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 6
Summary:
Crow's Nest 1 is banished.
Random Ally 1 (Arronax Endymion) is acquired.
Amli is at Helm.
Amli received Blessing of Nethys.
Zova discards The Wanderer.
Valendron is at Crow's Nest.
Hourglass: Gods o’clock
Banishing Mist Horn to recovery
Exploring Helm 1: Pirate Guard
Pirate Guard:
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Revealing Crossbow of Retribution, revealing Lady Agasta Smythee by recharging Vindictive Harpoon. Amli displays 2 blessings, 1 armor Combat 19:1d8 + 3 + 1d10 + 2 + 6 + 2 ⇒ (7) + 3 + (5) + 2 + 6 + 2 = 25
Pirate Guard is banished
Valendron returned to the helm just in time. A dwarven guard was panicking from the storm, and threatening to mutiny. Lady Agasta shook her head. “You do not want to do that. There will be consequences.” A crossbolt bolt whistled by the dwarf’s head to emphasize the point. The would-be mutineer gulped and surrendered.
Ending turn. Recovery:
Arcane 10:1d10 + 6 ⇒ (9) + 6 = 15
Mist Horn is recharged
Resetting hand
(At the start of Amli’s turn)
Recharging Surgeon to heal Blessing of Abadar
Displayed: Deck:1513Discard:23Buried: 0
Notes: Ask before using: Blessing of Gozreh; Blessing of Nethys; Farglass
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Amli forges Arcane 3:1d10 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Instant Armor is acquired and banished. Ezren transmogrifies Instant Armor into Random Spell 1: Blazing Servant
Blazing Servant:
Spell 4
Traits:
Magic
Arcane
Divine
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.
Valendron heard Amli struggling up in the crow’s nest and flew up to assist. As usual, the sorcerer eschewed physical armor, choosing instead to summon a fiery elemental for protection.
Discarding Pyromaniac Mage to explore Crow’s Nest 2: Blood Hag
Blood Hag:
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Revealing Force Sling +3. Amli displays 1 armor, 1 blessing Combat 15:1d8 + 3 + 1d6 + 3 + 4 ⇒ (6) + 3 + (2) + 3 + 4 = 18 Displaying Mist Horn at Crow’s Nest to prevent 3 Fire damage to Valendron and Amli
Blood Hag is banished
The elemental attracted the attention of a pyromaniac hag. Valendron flung a hailstone to send the hag and her flames plummeting down into the mists.
Discarding Blessing of Achaekek to explore Crow’s Nest 3: Symbol of Insanity
Symbol of Insanity:
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Banishing Blazing Servant to recovery by recharging Force Sling +3. Zova recharges Blessing of Ketephys WIS 14:2d8 + 1d8 + 6 ⇒ (1, 4) + (3) + 6 = 14
Symbol of Insanity is banished
The hag’s presence had begun to upset the elemental, but the elf chanted a nature invocation that soothed the fiery guardian.
Ending turn
Recharging Life Leech to move to Helm
Recovery:
Arcane 14:1d10 + 6 ⇒ (9) + 6 = 15
Blazing Servant is recharged
Resetting hand
Valendron swooped back down to man the helm.
Displayed:Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 13 Discard: 2 Buried: 0
Notes: Mist Horn is at Crow's Nest.
Ask before using: Blessing of Abadar; Blessing of Gozreh; Farglass
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Mist Horn; Swipe
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 6
Summary:
Random Spell 1 (Blazing Servant) is acquired.
Crow’s Nest 1, 2, 3 are banished.
Mist Horn is displayed at Crow’s Nest.
Amli displays 1 armor, 1 blessing.
Zova recharges Blessing of Ketephys.
Gaining Hero Point
Upgrading Blessing 1 of Pharasma into Blessing 6 of Nethys
Replacing loot Pirate's Favor with Blessing of Gozreh. Replacing Blessing of Abadar with loot Pirate's Favor
Replacing Cat with loot Alise Grogblud
Replacing Wand of Treasure Finding with loot Farglass
Starting at Helm
"Long live the Hurricane... long live the Hurricane..."
The words echoed across the sea, across the sky, borne by a wind gathering more and more strength. And everyone shivered as the wind blew harder.
"...long live the Hurricane..."
Almost everyone shivered. Two faces showed no fear: Kerdak's and Valendron's.
"...long live the Hurricane..."
The storm was coming; the storm was here. The elf leapt to where Alise was manning the helm, staring through the farglass to get an unobstructed glimpse of the approaching tempest.
"...long live the Hurricane..."
The storm was coming; the storm was here.
"...long live the Hurricane."
The storm was here.
Displayed: Deck: 15 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of Achaekek; Farglass
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Mist Horn
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
(During Ezren’s turn)
Recovery: Blizzard is recharged
(Valendron’s turn)
Hourglass: Pharasma o’clock
Banishing Mist Horn to recovery
Moving to Lucrehold
Exploring Lucrehold 1: Sweetlips and Scurvy
Sweetlips and Scurvy:
Villain 6
Type: Monster
Traits:
Human
Bard
Pirate
Animal
To Defeat:
Stealth
Arcane
Wisdom
Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips [/i]
Recharging Pyromaniac Mage, using Divine Fortune. Zova discards The Wanderer Arcane 20:3d10 + 6 + 1d6 + 1 + 1d6 ⇒ (7, 9, 10) + 6 + (6) + 1 + (6) = 45
Sweetlips and Scurvy are banished
Sweetlips shivered. A mist had blanketed Lucrehold, and the bard couldn’t see anything. “Scurvy, we might be in quite a pickle,” he hummed. Almost all of his allies had wandered off. He could still just make out the gunslinger’s shadow, but Omara’s gun had gone quiet.
The mist was finally dissipating though. “Omara, get ready to resume firing.” There was no response. “Omara?” The bard felt a wave of dread. If not Omara, who was the figure in the fading mist? A sudden flash of light confirmed his luck had run out.
“There is a new Hurricane King,” declared Valendron. Sweetlips’s voice was lost in a gale of wind, his bardic magic useless against the roar of the storm. Gusts of sorcery forced him prostate before the reaver in surrender, and Sweetlips knew better than to struggle any further. “Long live the Hurricane!”
Hourglass: Asmodeus o'clock
Banishing Scrying for monsters to recovery to examine Torture Pit 1: Captain Horrus Riptooth, Torture Pit 2: Ederleigh Baines, Torture Pit 3: Blessing of Geryon
Captain Horrus Riptooth:
Villain 6
Type: Monster
Traits:
Lycanthrope
Barbarian
Captain
Pirate
Aquatic
To Defeat:
Combat 28
THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Ederleigh Baines:
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessing of Geryon:
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
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.
Scrying: Shuffling Ederleigh Baines, Blessing of Geryon into Torture Pit. Recharging Captain Horrus Riptooth into Torture Pit
Valendron tracked Sweetlips. The bard had faked Zova out towards the pit, then doubled back to fortifying himself in Lucrehold. But the sorcerer's divination also detected a devilishly powerful aura eminating from the pit.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Discaring Pirate's Favor
DEX 9+6=15:2d8 + 3 ⇒ (7, 3) + 3 = 13 Using an Accessory Perk reroll DEX 9+6=15:13 - 3 + 1d8 ⇒ 13 - 3 + (5) = 15
Ambush is banished
The devilish totem was bait, Valendron realized. For a moment, he hesitated. But in true piratical form, the emptiness of his treasure chest was the deciding factor.
Blessing 6
Traits:
Divine
Geryon
To Acquire:
Charisma
Diplomacy 8
OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster; then draw up to your hand size.
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.
Zova recharges Blessing of the Green Faith CHA 8:2d10 + 4 ⇒ (4, 9) + 4 = 17
Blessing of Geryon is acquired
Valendron claimed the totem, a green glowing serpent.
Ending turn.
Recharging Swipe to move to Sea Fort
Recovery: Amli forges Arcane 12:1d10 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Scrying is recharged.
Resetting hand
Prize in hand, Valendron flew back to the fort. "Next time I return will be the last."
Valendron wrote:
Hand:Wall of Fire, Life Leech, Pyromaniac Mage, Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Blessing of Geryon (discard to bless), Blizzard (display when a monster is encountered for +2d6 and Cold to combat until end of turn; at end of turn everyone except Valendron takes 1 Cold damage), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Displayed: Deck: 9 Discard: 9 Buried: 0
Notes: Ask before using: Blessing of Achaekek; Blessing of Geryon; Mist Horn; Blizzard
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Mist Horn for Omara Culverin; Blizzard for Captain Horrus Riptooth
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
(Villain is somewhere in Lucrehold.)
Torture Pit 3 is acquired.
Torture Pit 4 is banished.
Torture Pit is known (Ederleigh Barnes on top, Captain Horrus Riptooth on bottom).
Valendron is at Sea Fort.
(During Ezren's turn)
Discarding Force Sling +3 for 1 Structural damage
Valendron assisted Zova with the final repairs before returning into the torture pit.
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
DEX 11:1d8 + 3 ⇒ (8) + 3 = 11 Musket +2 is acquired and banished. Ezren transmogrifies Musket +2 into Random Weapon 1: Blasting Pistol +2
Blasting Pistol +2:
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
The sorcerer saw a painful looking gun. A few modifications made it more explosive.
Discarding Cat to explore Torture Pit 2: Shackles Pirate
Shackles Pirate:
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Revealing Blasting Pistol, swashbuckling, revealing Lady Agasta Smythee by recharging 2 cards (Lady Agasta Smythee, Ring of Energy Resistance)
Combat 9+6=15:1d8 + 3 + 1d6 + 2 + 1d4 + 4 ⇒ (3) + 3 + (6) + 2 + (4) + 4 = 22 Jam:1d6 ⇒ 5
Shackles Pirate is banished
A pirate confronted Agasta. "Hey, you're not supposed to be here!" Agasta was incredulous. "What kind of pirate cares about 'supposed to'?" Valendron ended the argument by pulling the trigger.
Villain 6
Type: Monster
Traits:
Lycanthrope
Barbarian
Captain
Pirate
Aquatic
To Defeat:
Combat 28
THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Ambush:
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Ederleigh Baines:
Ally 4
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Valendron could hear Ederleigh Baines screaming further in the pit. "Help me, quick!" But the sorcerer shook his head. "Bait. Riptooth is waiting."
Ending turn.
Recharging Dominate to move to Shrine to Besmara
Shrine to Besmara:2d4 ⇒ (1, 1) = 2
Banishing Swashblucking Blasting Pistol +2 to recharge Blessing of Pharasma, Blessing of Abadar
Resetting hand
Instead they escaped back to the shrine. The reaver offered the new pistol to Besmara, but the pirate deity clearly had not yet fully forgiven him for his earlier desecrations.
Valendron wrote:
Hand:Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Surgeon (recharge to heal 1 local), Swipe (banish to recovery for -3 to combat difficulty), Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Scrying (banish to recovery to examine the top 3 of any location for a type of card; shuffle the location and reload/recharge any of the chosen type), Blizzard (display when a monster is encountered for +2d6 and Cold to combat until end of turn; at end of turn everyone except Valendron takes 1 Cold damage), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Displayed: Deck: 9 Discard: 8 Buried: 0
Notes: Valendron is saving Pirate's Favor for Lucrehold. Valendron plans to cast Scrying after 1 exploration at Sea Fort. Maybe save Mist Horn for Omara Culverin?
Ask before using: Blessing of Achaekek; Scrying; Mist Horn
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Surgeon; Swipe; Blizzard
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Random Weapon 1 (Blasting Pistol +2) is banished.
Torture Pit 1, 2 are banished.
Torture Pit 3, 4, 5 (Captain Horrus Riptooth, Ambush, Ederleigh Baines) are known.
(Resuming turn)
Powderpot is displayed
Closing Shrine of Besmara: Banishing Crossbow of Retribution
Shrine of Besmara is closed
...but the fiery strand was just one of Ezren's spells.
Valendron's earlier looting was forgotten after the damage Powderpot did. Agasta's crossbow was enough to make amends and gain the shrine's favor. "And besides, Besmara will surely understand if we come back later to loot it back," she whispered to the elf.
Displayed: Deck: 8 Discard: 8 Buried: 0
Notes: Valendron is saving Pirate's Favor for Lucrehold
Ask before using: Blessing of Achaekek
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Random Spell 1 (Vengeful Storm) is acquired.
Shrine to Besmara 1,2,3 are banished.
Shrine to Besmara 4 is displayed.
Shrine to Besmara is closed.
Amli takes 1d4 Poison damage.
Hourglass: Asmodeus o'clock
Exploring Shrine of Besmara 1: Sea Hag
Sea Hag:
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
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.
Revealing Crossbow of Retribution
Combat 11:1d8 + 3 + 1d10 + 2 ⇒ (8) + 3 + (1) + 2 = 14
Sea Hag is banished
Valendron was ready to ransack the shrine, but a hag stopped him. "Sorcery does not provide you entrance," she cackled. The elf lifted his crossbow. "This will."
Discarding Blessing of Abadar to explore Shrine of Besmara 2: Rage
Rage:
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Arcane 6:1d10 + 6 ⇒ (7) + 6 = 13 Rage is acquired and banished. Ezren transmogrifies Rage into Random non-Basic, non-Elite Spell 1: Vengeful Storm
Vengeful Storm:
Spell 6
Traits:
Magic
Divine
Attack
Acid
Cold
Electricity
To Acquire:
Wisdom
Divine 14
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
The sea hag's rage was overwhelmed by the vengeful storm.
Discarding Blessing of Pharasma to explore Shrine to Besmara 3: Blessing of Kelizandri
Blessing of Kelizandri:
Blessing 3
Traits:
Divine
Kelizandri
To Acquire:
Constitution
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic 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.
Valendron cannot make a CON/Divine 5 check. Blessing of Kelizandri is banished
The water lord was not pleased at Valendron's treatment of his servant.
Discarding Blessing of Gozreh to explore Shrine to Besmara 6: Powderpot
Powderpot:
Villain 6
Type: Monster
Traits:
Charau-ka
Alchemist
Pirate
To Defeat:
Combat 32
Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.
Fire damage:1d6 ⇒ 5 Revealing Ring of Energy Resistance to prevent 4 Fire damage. Discarding Wand of Treasure Finding for 1 Fire damage
Ezren takes 1d6 Fire damage
Discarding Magic Vengeful Storm as an Attack Electricity Magic spell, recharging Pyromaniac Mage. Ezren reveals Magnetic Tome, casts Coordinated Blast, does some wizardry Combat 32:1d10 + 6 + 2d6 + 3 + 1d6 + 1 + 1d4 + 1d12 + 6 + 2 ⇒ (10) + 6 + (3, 1) + 3 + (6) + 1 + (4) + (6) + 6 + 2 = 48 Random open occupied location:1d3 + 2 ⇒ (3) + 2 = 5 Amli takes 1d4 Poison damage
But Valendron had more immediate concerns, as an explosion shook the shrine, and he lost track of Ezren in the smoke. Agasta's ring mostly shielded him, but he still felt the heat. The mage attempted to control the fires as the reaver launched a burst of lightning at the maniacal Powderpot, who uncorked a toxic grenade. A sudden blast sent the bomb flying off into another section of the sea fort.
Powderpot was dead, but a wicked smile remained on his face. To Valendron's bemusement, a burning fuse was running from the fallen alchemist into the smoke...
(Pausing turn in case Ezren wishes to attempt the Craft 11 check)
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
DEX 10:1d8 + 3 ⇒ (4) + 3 = 7 Flaming Buckler Gun is banished
Valendron ducked down into the torture pit, giving a fiery torture apparatus a wide berth.
Discarding Blessing of Abadar to explore Torture Pit 2: Sea Scourge
Sea Scourge:
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Valendron cannot make a CON/Fortitude 8 check. Discarding Albatross, Vindictive Harpoon for 2 Acid damage
Revealing Crossbow of Retribution, retributive
Combat 12:1d8 + 3 + 1d10 + 2 + 1d6 ⇒ (4) + 3 + (2) + 2 + (4) = 15
Sea Scourge is banished
A gruesome liquid engulfed his leg, and Valendron gave a quick yelp of pain and sprang back. The elf raised his crossbow and struck the amoeba, watching with grim satisfaction as the ooze leaked away.
Ending turn
Recharging Life Leech to move to Shrine of Besmara
Resetting hand
The sorcerer fled on the wind before anything else painful could emerge from the pit.
Displayed: Deck: 13 Discard: 3 Buried: 0
Notes: Ask before using: Blessing of Pharasma; Blessing of Abadar; Blessing of Gozreh
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Torture Pit 1, 2 are banished.
Valendron is at Shrine to Besmara.
(During Ezren's turn, Valendron does not summon Draugr Captain. Blizzard is instead displayed when Kerdek Bonefist is encountered. Amli, Ezren, Zova still each took 1 Cold damage at end of turn.)
The storm was so fierce that Valendron hadn't realized that his enemies had already crumbled.
(Valendron's turn)
Hourglass: Hshurha o'clock
Banishing Mist Horn to recovery
Moving to Murder Hole
Displaying Wall of Fire
Exploring Murder Hole 1: Old Salt
Old Salt:
Ally B
Traits:
Human
Veteran
To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
CHA 7:1d10 + 4 ⇒ (3) + 4 = 7 Old Salt is acquired and banished. Ezren transmogrifies Old Salt into Random non-Basic, non-Elite Ally 1: Albatross
Albatross:
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Valendron warded himself with fire to follow Zova, but his defenses were unnecessary. At the murder hole, he found only an old sailor ranting about the ill luck of the doomed. "A better form for you," declared Valendron.
Ending turn
Recovery:
Arcane 8:1d10 + 6 ⇒ (4) + 6 = 10
Mist Horn is recharged.
Wall of Fire is recharged.
Resetting hand
Displayed: Deck: 16 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of Pharasma; Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Random Ally 1 (Albatross) is acquired.
Murder Hole 1 is banished.
Valendron is at Murder Hole.
(During Amli's turn)
Displaying Mist Horn at Fort Hazard during Amli's Draugr Captain encounter
Summoning Draugr Captain
Draugr Captain:
Monster Henchman 6
Traits:
Undead
Pirate
Captain
To Defeat:
Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Keeping Blizzard. Recharging 5 cards (Force Sling +3, Cat, Blessing of Gozreh, Pyromaniac Mage, Pirate's Favor). Drawing 5 cards (Scrying, Surgeon, Swipe, Blessing of Abadar, Wall of Fire).
Banishing Swipe to recovery, using Divine Fortune, discarding Blessing of Abadar. Ezren does some wizardry Combat 27-3=24:2d10 + 6 + 1d8 + 1d6 + 2 ⇒ (2, 7) + 6 + (7) + (4) + 2 = 28
Draugr Captain is banished
The storm of the draugr brought chaos down upon them, but Valendron retorted with a soothing spray of mist. When one of the captains charged towards him, the sorcerer flung a heavy brass key to push his foe overboard.
At the end of Amli's turn, banishing Scrying for monsters to recovery:
Examining Fort Hazard 3: Invigorating Kukri +1, Fort Hazard 4: Kerdak Bonefist, Fort Hazard 5: Gargoyle Sniper
Spoiler:
Invigorating Kukri +1
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic
To Acquire:
Strength
Melee
Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
Spoiler:
Kerdak Bonefist
Villain 6
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 40
THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Spoiler:
Gargoyle Sniper
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
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 deals 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.
Scrying: Shuffling Invigorating Kukri +1 back into Fort Hazard. Reloading Kerdak Bonefist, Gargoyle Sniper into Fort Hazard
Recharging Surgeon to heal Blessing of Abadar
Recovery:
Swipe is recharged.
Using Divine Fortune. Amli forges Arcane 12:1d10 + 6 + 1d6 + 2 ⇒ (8) + 6 + (4) + 2 = 20
Scrying is recharged
Valendron saw through the mist, and pointed. "Kerdak commands the draugr. Kill him, and they will fall." He shouted to the surgeon. "We just need to last a little longer."
At the start of Ezren's turn, summoning Draugr Captain:
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Displaying Blizzard
Discarding Magic Wall of Fire as an Attack Electricity Magic spell, using Blizzard, using Divine Fortune. Ezren does some wizardry Combat 27:1d10 + 6 + 2d6 + 3 + 2d6 + 1d6 + 2 ⇒ (4) + 6 + (3, 6) + 3 + (1, 3) + (3) + 2 = 31
Draugr Captain is banished
Another wave of draugr hastened to protect their exposed king. Valendron evoked a lightning blizzard, slaying one captain and freezing the battlefield.
At the end of Ezren's turn:
Blizzard: Amli, Ezren, Zova each take 1 Cold damage
Recovery: Blizzard is recharged
Valendron wrote:
Hand:
Displayed:Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Blizzard (display when a monster is encountered for +2d6 and Cold to combat until end of turn; at end of turn everyone except Valendron takes 1 Cold damage),
Deck: 19 Discard: 1 Buried: 0
Notes: Blizzard is displayed until end of Ezren's turn. Mist Horn is displayed at Fort Hazard until start of Valendron's turn.
Ask before using: Can use without asking: Mist Horn; Blizzard
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Point: Power Feat: You automatically succeed at your check to recharge a spell that has the Attack trait.
Upgrading Item 2 Ivory Dice into Item 6 Ring of Energy Resistance
Replacing Giantbane Dagger +1 with Loot Crossbow of Retribution
Fort Hazard loomed ominously. "This looks brutal," observed Agasta. Valendron concurred, but there was an eager glint in his eye.
"The storm will be strongest where the hurricane is king." The reaver felt unstoppable.
Agasta slipped her hand into the elf's. "Please, be safe." She took the slipped a ring from her finger onto his. "You have to understand, I've grown rather fond of you. And if you don't come back safely..." she cocked a crossbow. "Someone will pay."
Valendron wrote:
Hand:Blizzard (display when a monster is encountered for +2d6 and Cold to combat until end of turn; at end of turn everyone except Valendron takes 1 Cold damage), Force Sling +3, Cat, Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Blessing of Gozreh A (discard to bless/doublebless if to close/guard), Pyromaniac Mage, Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour),
Displayed: Deck: 15 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of Gozreh; Pirate's Favor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Blizzard; Mist Horn
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hourglass: Erastil o’clock
Exploring Hall of Champions 1: Mugslup
Mugslup:
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Displaying Blizzard
(After Zova guards)
Mugslup: Examining Blessing of Gozreh, Swipe. Recharging Blessing of Gozreh, burying Swipe. Ezren must examine the top 2 cards of his deck, recharge one and bury one
Revealing and discarding Force Sling +3, using Blizzard, revealing Audessa Reyquio, using Abrogail’s Fury by discarding Hourglass 1: Erastil o’clock. Ezren reveals Magnetic Grimoire, reveals Ice Chemist, and casts Coordinated Blast. Amli displays 1 armor. Zova discards Blessing of Ketephys. Combat 30:2d8 + 3 + 1d6 + 3 + 4d4 + 2d6 + 1 + 1d12 + 1d4 + 1d4 + 1d12 + 6 + 2 ⇒ (4, 6) + 3 + (5) + 3 + (2, 3, 2, 1) + (5, 4) + 1 + (6) + (3) + (2) + (3) + 6 + 2 = 61
Hall of Champions: Drawing Pirate’s Favor
Discarding Magic Headband of Epic intelligence as an Attack Electricity Magic spell, using Blizzard, revealing Audessa Reyquio, discarding Blessing of Achaekek, revealing Lady Agasta Smythee by recharging 5 cards (Lady Agasta Smythee, Surgeon, Audessa Reyquio, Wall of Fire, Pirate’s Favor), using Abrogail’s Fury by discarding Hourglass 2: Milani o’clock. Ezren does some wizardry and reveals Magnetic Grimoire Combat 30:3d10 + 6 + 2d6 + 3 + 2d6 + 10 + 1d12 + 2 + 1d4 ⇒ (5, 1, 5) + 6 + (4, 5) + 3 + (6, 1) + 10 + (12) + 2 + (1) = 61
Mugslup is banished
Mugslup rumbled a dark prophesy. “Doom, doom, all about is doom!” Valendron stood unflinching as a chill wind arose, and the sky darkened with an eerie red glow. The giant’s proclamations were lost in a swirl of snow. Valendron slung a forceful bullet at the giant, and the battle commenced! Agasta and Ezren cast synchronized blasts of magic.
Audessa got a few stabs in, and the chemist chucked a frosty grenade. A hawk screeched as the Abrogail’s Fury launched salvo after salvo. As a mighty lightning strike crashed down, the reaver leapt atop the fallen giant. “We are champions of doom.”
(During Ezren's turn, Valendron was at Great Stone Bridge as well, so the Brineborn Giant's before acting would have taken effect. But, Valendron will display Mist Horn to protect whoever gets randomly chosen, so no other retcon needed.)
Cloaked in the mist, Valendron wasn't sure whether Ezren or the brineborn giant saw him. And the sorcerer was fine with that.
(Valendron's turn)
Hourglass: Gods o'clock
Banishing Mist Horn to recovery
Letter of Marque:1d4 + 1 ⇒ (1) + 1 = 2 Shuffled Great Stone Bridge:1d2 ⇒ 1
Burying Letter of Marque to shuffle Random Allies 1-2 into Great Stone Bridge, and explore Random Ally 1: Sefina
Sefina:
Ally 4
Traits:
Nymph
Nereid
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
CHA 12:1d10 + 4 ⇒ (1) + 4 = 5 Sefina is banished
Valendron waved Ezren's letter. "Join us and partake of the Giant's plunder!" implored Valendron. Sefina scoffed. "Let the seas take him, and your plunder, and you!"
Discarding Blessing of Abadar to explore Random Ally 2: Barefoot Samms Toppin
Barefoot Samms Toppin:
Ally B
Traits:
Human
Rogue
Pirate
To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
CHA 8:1d10 + 4 ⇒ (10) + 4 = 14 Barefoot Samms Toppin is acquired and banished. Ezren transmogrifies Barefoot Samms Toppin into Random non-Basic, non-Elite Ally 3: Audessa Reyquio
Audessa Reyquio:
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
His recruitment efforts had come to naught so far, he reflected glumly.
"What about you, Samms?" he asked the shoeless rogue. But there was a coy glint in the rogue's eye, and a glamor fell away. "Arronax did not share my ideas about adventure," laughed Audessa as her disguise fell away. "But I think you might."
Ending turn. Banishing Scrying for monsters to examine Hall of Champions 1: Bakekujira, Hall of Champions 2: Mugslup, Hall of Champions 3: Pirate Entertainments
Bakekujira:
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
Mugslup:
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Pirate Entertainments:
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Scrying: Shuffling Pirate Entertainments back into Hall of Champions. Reloading Mugslup, Bakekujira back into Hall of Champions.
Recharging Dominate to sail to Hall of Champions, taking Ezren
Recovery: Revealing Audessa Reyquio
Arcane 10:1d10 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Mist Horn is buried. Revealing Audessa Reyquio
Arcane 12:1d10 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Scrying is discarded.
Resetting hand
The way forward was clear as divination. The champions sailed towards Mugslup.
Displayed: Deck: 11 Discard: 5 Buried: 4
Notes: Valendron will display Blizzard at the start of the villain encounter. Okay to move Valendron to Ruined Amphitheater to backup guard (67% with a single bless). Or I can take a villain check (at least 98% with a single bless).
Ask before using: Can use without asking: Blessing of Achaekek; Surgeon
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Random Allies 1, 2 are banished.
Random Ally 3 (Audessa Reyquio) is acquired.
Ezren is at Hall of Champions.
Valendron is at Hall of Champions.
Hourglass: Asmodeus o'clock
Moving to Eye of Serenity
Exploring Eye of Serenity 1: Brineborn Giant
Brineborn Giant:
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
Eye of Serenity: Examining Cat, Swipe, Wall of Fire, Blizzard. Recharging Blizzard, discarding Wall of Fire, burying Cat.
Revealing and recharging Giantbane Dagger +1, Giant, revealing Lady Agasta Smythee by recharging Lady Agasta Smythee, Blessing of Achaekek, Blessing of Abadar, Letter of Marque
Combat 20:1d8 + 3 + 1d4 + 1 + 3d4 + 8 ⇒ (1) + 3 + (1) + 1 + (1, 2, 4) + 8 = 21
Cyclops Oracle is banished. Giant: Healing Dominate. Eye of Serenity is closed. Recharging Magic Spyglass
Valendron and Agasta snuck back to the Eye of Serenity, where one of Mugslup's lieutanents was consulting an oracle. The brineborn roared, "Leave us!" Valendron retorted by launching his harpoon with such fury that it pierced the giant clean through.
Agasta confronted the oracle. "No more help for the brineborn, or this is going to get very painful for you." Valendron's dagger glowed a sickly shade of purple. The cyclops's eye widened. "Okay!"
Ending turn.
Recharging Dimension Leap to move to Great Stone Bridge
Resetting hand
"But if you ever come back..." The cyclops's threat was wasted. Valendron and Agasta were already gone.
Valendron wrote:
Hand:Dominate, Letter of Marque, Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Lady Agasta Smythee, Scrying (banish to recovery to examine the top 3 of any location for a type of card; shuffle the location and reload/recharge any of the chosen type), Blessing of Abadar A (discard to bless/doublebless if to defeat barrier), Blessing of Achaekek (discard to bless/doublebless if to defeat story bane),
Displayed: Deck: 14 Discard: 3 Buried: 2
Notes: Do not move Valendron to Ruined Amphitheatre or Eye of Serenity
Ask before using: Blessing of Abadar; Blessing of Achaekek
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Mist Horn; Scrying
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Eye of Serenity 1 is banished.
Eye of Serenity is closed.
Amli displays 1 Armor.
Hourglass: Norgorber o'clock
Moving to Great Stone Bridge
Exploring Great Stone Bridge 1: Magic Spyglass
Magic Spyglass:
Item 4
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Arcane 8:1d10 + 6 ⇒ (4) + 6 = 10 Magic Spyglass is acquired.
Discarding Magic Spyglass to examine Great Stone Bridge 2: Zul, Great Stone Bridge 3: Venomous Pike +2, Great Stone Bridge 4: Great White Shark
Zul:
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Venomous Pike +2:
Weapon 6
Traits:
Polearm
Melee
Piercing
Poison
2-Handed
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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.
Great White Shark:
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
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.
Reloading Great White Shark, Venomous Pike +2, Zul into Great Stone Bridge
Leaving Ezren to observe the Eye, Valendron swooped across the bridge. The divination aura lingered around the sorcerer, and his spyglass revealed a shark swimming around a half-submerged chest.
Discarding Pyromaniac Mage to explore Great Stone Bridge 4: Great White Shark
Great White Shark:
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
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.
Revealing Vindictive Harpoon, Aquatic, revealing Lady Agasta Smythee and recharging Force Sling +3. Amli displays 2 armors Combat 16:1d8 + 3 + 1d6 + 1 + 1d8 + 2 + 4 ⇒ (2) + 3 + (4) + 1 + (4) + 2 + 4 = 20
Great White Shark is banished
The treasures could wait for Amli; the lady and the reaver were out for blood. The shark didn't stand a chance against her sling and his harpoon.
Displayed: Deck: 14 Discard: 5 Buried: 0
Notes: Do not move Valendron to Ghol-Gan Ruins or Ruined Amphitheater
Ask before using: Blessing of Abadar; Blessing of Achaekek
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Dimension Leap
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Great Stone Bridge 1 is acquired.
Great Stone Bridge 4 is banished.
Great Stone Bridge 3, 2 are on top of Great Stone Bridge and known (Venomous Pike +2, Zul).
Amli displays 2 armors.
Valendron is at Great Stone Bridge.
Hero Point: Skill Feat: CHA+4
Upgrading Weapon B Allying Dart +1 into Weapon 6 Force Sling +3
Replacing Seeking Harpoon +1 with Loot Vindictive Harpoon. Replacing Loot Alise Grogblud with Pyromaniac Mage. Replacing Sage with Loot Lady Agasta Smythee.
Starting at Eye of Serenity.
Lady Agasta greeted the triumphant reaver. "Valendron, always a pleasure." She gave a coy smile. "Is it Lord Valendron yet, I wonder?" She twirled a necklace of small potent beads. "Command would suit you oh so well. You can be so..." she flicked one of the beads, "...forceful."
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Hourglass: Gorum o'clock
Banishing Scrying for monsters to recovery to examine Ghol-Gan Ruins 1: Blessing of the Gods, Ghol-Gan Ruins 2: Brineborn Giant, Ghol-Gan Ruins 3: Dagger Pistol +1, Ghol-Gan Ruins 4: Sandbar
Blessing of the Gods:
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Brineborn Giant:
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Dagger Pistol +1:
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. 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.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Sandbar:
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
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.
Scrying: Shuffling Blessing of the Gods, Dagger Pistol +1, Sandbar back into Ghol-Gan Ruins. Reloading Brineborn Giant into Ghol-Gan Ruins
Valendron followed Ezren to the magical focus. The primitive magicks focused the sorcerer's divinations, and he saw images of one of the giants ruling the ruins.
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Arcane 6:1d10 + 6 ⇒ (7) + 6 = 13 Rage is acquired and banished. Ezren transmogrifies Rage into Random non-Basic, non-Elite Spell 1: Dimension Leap
Dimension Leap:
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
"But what about conjurations?" Valendron and Ezren explored a different focus. The magic powering it was just as barbaric, but Ezren nonetheless translated it into a more elegant form.
Discarding Cat to explore Teleportation Chamber 2: Potion of Flying
Potion of Flying:
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Valendron cannot make an INT/Craft 10 check. Potion of Flying is banished
His familiar was disdainful of the potions. "There's actual teleportation magic here."
Discarding Blessing of Abadar to explore Teleportation Chamber 3: Gargoyle Sniper
Gargoyle Sniper:
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
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 deals 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.
Banishing Dominate to recovery to evade Gargoyle Sniper and search Teleportation Chamber: Werecrocodile, Animated Weapon, Alkali Flask, Brineborn Giant, Pirate Bomber, Conchobhar Turlach Shortstone, Wall of Fire. Drawing Wall of Fire
Wall of Fire:
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Teleportation Chamber is shuffled. (Not certain whether Gargoyle Sniper is shuffled or reloaded back in.)
The mages had attracted the attention of a gargoyle, but Valendron was more interested in getting answers. "Tell me everything about this chamber," commanded Valendron threateningly. The gargoyle was forced to obey. Not only did the gargoyle inform about the chamber's defenses, but it showed way to control the chambers' shimmering walls.
Ending turn. Recharging Wall of Fire to sail to Eye of Serenity, taking Ezren
Recovery:
Arcane 12:1d10 + 6 ⇒ (9) + 6 = 15
Scrying is recharged
Arcane 14:1d10 + 6 ⇒ (7) + 6 = 13
Dominate is discarded
Resetting hand
Before the dominate spell wore off, Valendron and Ezren disappeared into the flames, teleporting back to the Eye of Serenity.
Displayed: Deck: 14 Discard: 3 Buried: 0
Notes: Okay to move Valendron
Ask before using: Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Dimension Leap
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Random Spell 1 (Dimension Leap) is acquired.
Ghol-Gan Ruins is shuffled with Ghol-Gan Ruins 2 (henchman) on top. (Also contains Blessing of the Gods, Dagger Pistol +1, Sandbar)
Teleportation Chamber 1, 2 are banished.
Teleportation Chamber 10 is acquired.
Teleportation Chamber is known and shuffled. (Gargoyle Sniper may be on top?)
Ally B
Human / Sage / Basic
Recharge this card to add 1d6 to your non-combat Intelligence or Wisdom check.
Discard this card to explore your location.
Valendron had had enough of the sage's temerity. He pushed the sailor onto the Man's Promise. "Leave him on a lonely island to rot. We need a more bloodthirsty crew."
Moving to Pinnacle Atoll.
Exploring Pinnacle Atoll 1: Arronax Endymion
Arronax Endymion:
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
CHA 13:1d10 + 3 ⇒ (8) + 3 = 11 Arronax Endymion is banished
But when Valendron attempted to recruit Arronax, but the pirate lord just stared incredulously. "You just ordered one of your own men to be abandoned. Why on earth would I join you?"
Discarding Blessing of Abadar to explore Pinnacle Atoll 2: Audessa Reyquio
Audessa Reyquio:
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.
DEX 7:1d8 + 3 ⇒ (6) + 3 = 9 CHA 10:1d10 + 3 ⇒ (3) + 3 = 6 Audessa Reyquio is banished
The sorcerer attempted to win over Arronax's companion. Even though Audessa seemed intrigued by the reaver's prowess, Valendron couldn't rebut Arronax's accusation.
Ending turn.
Recharging Wall of Fire to move to Scar Bay.
Resetting hand
Valendron stormed back to Scar Bay in a huff. "No help there."
Displayed: Deck: 12 Discard: 4 Buried: 0
Notes: Ask before using: Blessing of Gozreh
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Blizzard
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Pinnacle Atoll 1, 2 are banished.
Amli receives Sage.
Hourglass: Norgorber o’clock
Recharging Farglass by revealing Pirate Alise Grogblud to examine Lonely Island 1: Enemy Ship, Lonely Island 2: Flaming Musket +2
Enemy Ship:
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None
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.
Flaming Musket +2:
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Farglass: Reloading Flaming Musket +2, Enemy Ship into Lonely Island
Exploring Lonely Island 2: Flaming Musket +2
Flaming Musket +2:
Weapon 6
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Banishing Swipe to recovery. Flaming Musket +2 is acquired
From the deck of the Truewind, Alise shouted an alert. “Ship approaching,
guns afire.” Valendron swiped one of the flaming muskets but stayed out of sight for now.
Banishing Scrying to recovery for barriers to examine Scar Bay 1: Dweller in the Deeps, Scar Bay 2: Magic Spyglass, Scar Bay 3: Barroom Brawl
Dweller in the Deeps:
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Magic Spyglass:
Item 4
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Barroom Brawl:
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Scrying: Shuffling Dweller in the Deep, Magic Spyglass back into Scar Bay. Recharging Barroom Brawl into Scar Bay
The sorcerer had a vision of something terrible in the water under Scar Bay. “But we’ll be fine as long as we don’t fight each other.”
Ending turn.
Recharging Dominate to move to Scar Bay
Recovery: Amli forges Arcane 10:1d10 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Swipe is recharged. Amli forges Arcane 12:1d10 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Scrying is discarded
Resetting hand
Valendron rejoined the fleet to share his scouting report.
Displayed: Deck: 14 Discard: 3 Buried: 0
Notes: Ask before using: Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Blizzard
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Lonely Island 1 (Enemy Ship) is examined.
Lonely Island 2 is acquired.
Scar Bay is shuffled with Scar Bay 3 (Barroom Brawl) on bottom (also contains Dweller in the Deep, Magic Spyglass).
Valendron is at Scar Bay.
(During Zova's turn)
Sanbalot: Ranged Combat damage:1d4 - 1 ⇒ (1) - 1 = 0
Valendron luckily avoided the area blasts of the Sanbalot. "It's getting too crowded over here!"
(Valendron's turn)
Hourglass: Gods o'clock
Moving to Lonely Island
Exploring Lonely Island 1: Blessing of Gorum
Blessing of Gorum:
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Lonely
STR 4:1d6 + 1d4 ⇒ (5) + (2) = 7
Blessing of Gorum is acquired and banished. Ezren transmogrifies Blessing of Gorum into Random non-Basic, non-Elite Blessing 1: of the GodsBlessing 2: of the Gods Blessing 3: of Milani
Blessing of Milani:
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
The sorcerer sailed off by himself. He didn't need to be strong right now. There was time to stop and smell the flowers.
Recharging Pirate's Favor with Gods hour to explore Lonely Island 2: Animalbane Dagger +1
Animalbane Dagger +1:
SS
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
Lonely
DEX 7:1d8 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5
Animalbane Dagger +1 is banished
The isolation was enjoyable. There wasn't even an animal on the lonely island.
Discarding Blessing of Milani to explore Lonely Island 3: Dimension Leap
Dimension Leap:
SS
Spell 3
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Lonely
Arcane 10:1d10 + 5 + 1d4 ⇒ (1) + 5 + (3) = 9
Dimension Leap is banished
"There's nowhere else I'd rather go right now."
Ending turn. Resetting hand
Valendron wrote:
Hand:Swipe (banish to recovery for -3 to combat difficulty), Scrying (banish to recovery to examine the top 3 of any location for a type of card; shuffle the location and reload/recharge any of the chosen type), Sage, Farglass (discard to examine and reorder top 2 of any location; recharge if I have a Pirate in hand), Alise Grogblud, Dominate, Seeking Harpoon +1,
Displayed: Deck: 14 Discard: 2 Buried: 0
Notes: Ask before using: Can use without asking: Swipe; Scrying; Farglass
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Lonely Island 1, 2, 3 are banished.
Random Blessing 1, 2 are banished.
Random Blessing 3 (of Milani) is acquired.
Valendron is at Lonely Island.
Hero Point: Card Feat: 4 allies (taking Ally B Sage)
Upgrading Spell 1 Good Omen into Spell 6 Dominate
Replacing Mist Horn with Loot Farglass
Replacing Pyromaniac Mage with Loot Alise Grogblud
Starting at Pinnacle Atoll
Alise and her first mate eyed Valendron suspiciously as he sailed the Truewind alongside the rest of the fleet. "That sorcerer wields some dark magicks," noted the sage. "Do you think we made a mistake choosing these folks as allies?"
"That's the thing about a domination spell, we don't have much choice," said Alise with a bitter laugh. "But better him than Her." She watched the approaching enemy fleet. "Or Them."
Displayed: Deck: 15 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of Abadar; Pirate's Favor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Swipe
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
(During Ezren’s turn)
Guarding Ghol-Gan Ruins: Banishing Fire Snake to recovery, banishing Good Omen to recovery
Arcane 5+6=11:1d10 + 5 + 7 ⇒ (2) + 5 + 7 = 14
Ghol-Gan Ruins are guarded
The dragon’s lightning breath was merely a delightful omen for Valendron. A slithering ring of light illuminated the ruins as Brinebones fell.
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Cryptic Runes is banished.
Closing Tempest Cay: Discarding Blessing of Abadar
INT 7:2d6 ⇒ (6, 4) = 10 Random other location:1d6 ⇒ 3 Random other location:1d6 ⇒ 5
Tempest Cay is closed. Sailing to Jungle, taking Ezren
Valendron turned to Ezren for help deciphering the runes. Ezren merely shrugged at blasted them. The sorcerer smiled. "I like that solution."
Once unlocked, the runes revealed that a tempest was brewing. Without hesitation, Valendron unleashed the storm.
Ending turn
Recharging Wall of Fire to sail to Ghol-Gan Ruins, taking Ezren
Displaying Mist Horn at Lucrehold.
Resetting hand
The Kraken rode the storm through the jungle back to the ruins. In its wake, a mist darkened the Lucrehold. "The dragon is not safe in its lair for long."
Valendron wrote:
Hand:Surgeon (recharge to heal 1 local), Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Blizzard (display when a monster is encountered for +2d6 and Cold to combat until end of turn; at end of turn everyone except Valendron takes 1 Cold damage), Tsunami, Seeking Harpoon +1, Ivory Dice, Scrying (banish to recovery to examine the top 3 of any location for a type of card; shuffle the location and reload/recharge any of the chosen type),
Displayed:Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 9 Discard: 3 Buried: 2
Notes: Mist Horn is at Lucrehold. Leave Valendron at Ghol-Gan Ruins for 50% chance to guard with Ivory Dice.
Ask before using: Can use without asking: Blessing of Achaekek; Blizzard; Surgeon; Scrying
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Tempest Cay 1 is banished.
Tempest Cay is closed.
Mist Horn is displayed at Lucrehold.
Ezren casts Coordinated Blast.
(During Ezren's turn)
Holy Feast: Cat, Tsunami, Blessing of Achaekek are healed
Recovery: Amli forges Arcane 9:1d10 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Skeleton Crew is recharged
The necromantic crew were of little help at the ruins. But they didn't eat much. "More food for us."
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
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.
Revealing Seeking Harpoon +1, aquatic. Amli displays 2 blessings, 1 armor Combat 16:1d8 + 3 + 1d6 + 1 + 1d8 + 3 ⇒ (1) + 3 + (4) + 1 + (5) + 3 = 17
Darkforest Anemone is banished
The sorcerer sailed into more tempestuous waters, where he had a much easier time stabbing the flora.
Ending turn.
Recharging Life Leech to move back to Ghol-Gan Ruins (taking Ezren if he wants?)
Resetting hand
It was a risk to venture back to the ruins, but Valendron might get lucky.
Valendron wrote:
Hand:Wall of Fire, Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Blizzard (display when a monster is encountered for +2d6 and Cold to combat until end of turn; at end of turn everyone except Valendron takes 1 Cold damage), Tsunami, Seeking Harpoon +1, Ivory Dice, Blessing of Abadar A (discard to bless/doublebless if to defeat barrier),
Displayed: Deck: 11 Discard: 2 Buried: 2
Notes: Do not move Valendron to Lucrehold
Ask before using: Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Mist Horn; Blizzard
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Tempest Cay 1 is banished.
Amli displays 2 blessings, 1 armor.
Ezren is at Tempest Cay?
Hourglass: Milani o'clock
Mancatcher Cove: Valendron cannot make a CON/Fortitude 6 check. Burying Giantbane Dagger +1.
Giving Pirate's Favor to Amli
Pirate's Favor:
Loot Blessing 3
Pirate / Swashbuckling
Discard this card to add 1 die to any check. If the check has the Swashbuckling trait, you may play another blessing on this check.
Discard this card to explore your location.
If the top card of the blessings discard pile is Blessing of the Gods or Blessing of Besmara, recharge this card instead of discarding it.
Sailing to Ghol-Gan Ruins, taking Amli and Ezren
"We're pirates. What are we even doing here?" Valendron whisked the Kraken away from the oppressive cove.
Exploring Ghol-Gan Ruins 1: Skeleton Crew
Skeleton Crew:
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
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 9 check to recharge this card instead of discarding it.
Amli forges Arcane 7:1d10 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Skeleton Crew is acquired
Wary of further sabotage, Valendron hired some necromantic guards.
Discarding Cat to explore Ghol-Gan Ruins 2: Nirento
Nirento:
SS
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
Zova banishes Cloud Puff to recovery
Banishing Tsunami to recovery, recharging Pyromaniac Mage, ruins, bludgeoning. Ezren reveals Magnetic Grimoire Combat 11+6+4=21:1d10 + 5 + 4d6 + 1d6 + 1 + 1d4 ⇒ (4) + 5 + (2, 1, 3, 4) + (3) + 1 + (2) = 25
Nirento is banished
Valendron had a blind spot for flora, but Zova noticed the puffs in time. The carnivorous tree might have outlasted the ancient ruins, but it could not withstand the tsunami.
Hand:Blessing of Abadar B (discard to bless/doublebless if to defeat barrier), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Blizzard (display when a monster is encountered for +2d6 and Cold to combat until end of turn; at end of turn everyone except Valendron takes 1 Cold damage), Skeleton Crew (banish to recovery for +1d6 to ship non-combat STR/DEX), Seeking Harpoon +1, Ivory Dice, Life Leech,
Displayed: Deck: 9 Discard: 4 Buried: 2
Notes: Do not move Valendron to Lucrehold
Ask before using: Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Mist Horn; Blizzard; Skeleton Crew
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Ghol-Gan 1 is acquired.
Ghol-Gan 2 is banished.
Amli receives Pirate's Favor.
Amli is at Ghol-Gan Ruins.
Ezren is at Ghol-Gan Ruins.
Zova banishes Cloud Puff to recovery.
Valendron is at Ghol-Gan Ruins.
Hourglass: Gozreh o’clock
Lucrehold: Revealing Pirate’s Favor
Moving to Jungle
Safe Harbor:1d4 + 1 ⇒ (3) + 1 = 4
Exploring Safe Harbor to heal Blessing of Abadar, Scrying, Wall of Fire, Blessing of Gozreh
Valendron retreated to the safety of the jungle to strategize with the rest if the crew.
Ending turn
Valendron wrote:
Hand:Cat, Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Blizzard (display when a monster is encountered for +2d6 and Cold to combat until end of turn; at end of turn everyone except Valendron takes 1 Cold damage), Giantbane Dagger +1, Seeking Harpoon +1, Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Pyromaniac Mage,
Displayed: Deck: 11 Discard: 2 Buried: 1
Notes: Valendron is saving Pirate's Favor for Lucrehold
Ask before using: Can use without asking: Mist Horn; Blizzard
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Valendron cannot make an INT/Craft 7 check. Alchemical Glue is banished
Valendron slowly continued his advance, this time avoiding a sticky trap.
Ending turn. Resetting hand
Valendron wrote:
Hand:Cat, Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Blizzard (display when a monster is encountered for +2d6 and Cold to combat until end of turn; at end of turn everyone except Valendron takes 1 Cold damage), Giantbane Dagger +1, Seeking Harpoon +1, Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Pyromaniac Mage,
Displayed: Deck: 7 Discard: 6 Buried: 1
Notes: Valendron is saving Pirate's Favor for Lucrehold
Ask before using: Can use without asking: Mist Horn; Blizzard
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
(During Ezren's turn)
Discarding Blessing of Gozreh instead of Blessing of Pharasma (not in Valendron's hand).
Recovery: Revealing Cat
Good Omen:1d10 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Good Omen is recharged
Storm and sorcery were interchangeable. It was a good sign.
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Valendron cannot make a WIS/Perception 14 check. Revealing Ivory Dice for even
Ivory Dice:1d6 ⇒ 4
Recharging Ivory Dice
Revealing and burying Ranged Vindictive Harpoon, banishing Swipe to recovery. Amli reveals 3 blessings Combat 25-3=22:1d8 + 3 + 1d6 + 1 + 2d6 + 1d8 + 3 ⇒ (7) + 3 + (5) + 1 + (1, 6) + (2) + 3 = 28
Pirate Sniper is banished
Valendron saw took a magical red dot slide across the ground towards him. The sorcerer couldn't determine which of Lucrehold's two turrets the ray originated from. Taking a risk, the elf launched his harpoon towards the righthand turret, magically angling the shaft through an arrowslit. His gambit succeeded: there was a scream as the dot blinked out.
Hand:Cat, Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Giantbane Dagger +1, Seeking Harpoon +1, Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Blessing of Abadar A (discard to bless/doublebless if to defeat barrier),
Displayed: Deck: 9 Discard: 4 Buried: 1
Notes: Valendron is saving Pirate's Favor for Lucrehold
Ask before using: Blessing of Achaekek; Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Mist Horn
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Lucrehold 1 is banished.
Amli displays 3 blessings.
Hourglass: Sivanah o'clock
Banishing Wand of Treasure Finding to recovery to examine Sacred Spring 1: Shark Skin Armor
Shark Skin Armor:
SS
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shuffling Sacred Spring. Reloading Shark Skin Armor into Sacred Spring
Valendron detected some holy sharks swimming in the spring.
Moving to Lucrehold
Exploring Lucrehold 1: Wyvern Blade Trap
Wyvern Blade Trap:
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Discarding Blessing of Achaekek
DEX 10:2d8 + 3 ⇒ (4, 6) + 3 = 13
Wyvern Blade Trap is banished
Recharging Surgeon to heal Blessing of Achaekek
The sorcerer strode up to Lucrehold. "Any true assassin would be embarrassed by this trap," he said dismissively. In fact the surgeon synthesized a mild antidote out of the toxin.
Discarding Blessing of Pharasma to explore Lucrehold 2: Werecrocodile
Werecrocodile:
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, 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.
Discarding Magic Wall of Fire as an Attack Magic Electricity spell
Combat 18:1d10 + 5 + 2d6 + 3 ⇒ (7) + 5 + (3, 2) + 3 = 20
Werecrocodile is banished
A too-toothy figure accosted Valendron, but the reaver would not be stopped.
Banishing Scrying for barriers to recovery to examine Ghol-Gan Ruins 1: Sabotage, Ghol-Gan Ruins 2: Tetrolimulus, Ghol-Gan Ruins 3: Skeleton Crew
Sabotage:
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
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.
Tetrolimulus:
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Skeleton Crew:
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
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 9 check to recharge this card instead of discarding it.
Shuffling Ghol-Gan Ruins. Reloading Sabotage into Ghol-Gan Ruins
He paused his assault to scry on the bones and legs within ruins. "I'm watching," he said menacingly to any would-be saboteurs.
Hand:Cat, Blessing of Gozreh A (discard to bless/doublebless if to close/guard), Good Omen (freely banish to recovery for +7 to close/guard/acquire), Ivory Dice, Swipe (banish to recovery for -3 to combat difficulty), Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Vindictive Harpoon,
Displayed: Deck: 11 Discard: 3 Buried: 0
Notes: Valendron is saving Pirate's Favor for Lucrehold
Ask before using: Pirate's Favor; Blessing of Gozreh
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Good Omen; Swipe
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 5
Summary:
Ghol-Gan Ruins is shuffled with Ghol-Gan Ruins 1 (Sabotage) on bottom. (Also contains Tetrolimulus, Skeletal Crew)
Sacred Spring is shuffled with Sacred Spring 1 (Shark Skin Armor) on top.
Lucrehold 1, 2 are banished.
Valendron is at Lucrehold.
Gaining Hero Point
Upgrading Spell B Black Spot into Spell 5 Blizzard
Starting at Sacred Spring
"Enemies are nothing new." Valendron's expression was cold, and the storm that loomed even colder.
Valendron wrote:
Hand:Scrying (banish to recovery to examine the top 3 of any location for a type of card; shuffle the location and reload/recharge any of the chosen type), Wand of Treasure Finding, Surgeon (recharge to heal 1 local), Wall of Fire, Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Blessing of Pharasma (discard to bless/doublebless if spell is cast),
Displayed: Deck: 14 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of Achaekek; Blessing of Pharasma; Pirate's Favor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 6; Scrying; Surgeon
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hourglass: Gods o'clock
Sailing to Shrine of Norgorber, taking Amli
Exploring Shrine of Norgorber 1: Besmara's Bones
Besmara's Bones:
SS
Item 2
Traits:
Tool
Swashbuckling
Besmara
To Acquire:
Wisdom
Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
WIS 8:1d8 ⇒ 3 Besmara's Bones are banished
Valendron was ready to pillage the devastated shrine. He eagerly smashed the relics, looking for the Norgorberites' treasure.
Recharging Pirate's Favor with Gods hour to explore Shrine of Norgorber 2: Potion of Heroism
Potion of Heroism:
SS
Item 1
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Valendron cannot make a INT/Craft 7 check. Potion of Heroism is banished
There was nothing heroic about a pirate's plundering.
Discarding Blessing of Abadar to explore Shrine of Norgorber 3: Onyx of Constitution
Onyx of Constitution:
SS
Item B
Traits:
Object
Magic
To Acquire:
Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
Valendron cannot make a CON/Fortitude 7 check. Onyx of Constitution is banished
The sorcerer impatiently shattered a dark black stone.
Discarding Blessing of Pharasma to explore Shrine of Norgorber 4: Ring of the Sea Strider
Ring of the Sea Strider:
SS
Item 5
Traits:
Accessory
Magic
Aquatic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
Ezren banishes Control Weather to recovery. Amli discards Blessing of the Oathkeeper CON 10:2d4 + 2d8 ⇒ (2, 4) + (8, 1) = 15
Ring of the Sea Strider is acquired
The reaver uttered an oath, and the storm raged through the shrine, revealing a gleaming blue ring. Valendron triumphantly claimed the prize.
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 4
Summary:
Shrine of Norgorber 1-3 are banished.
Shrine of Norgorber 4 is acquired.
Valendron is at Shrine of Norgorber.
Amli is at Shrine of Norgorber.
Amli discards Blessing of the Oathkeeper.
Ezren casts Control Weather.
(During Amli’s turn)
Major Cure: Blessing of Achaekek, Life Leech, Blessing of Gozreh, Giantbane Dagger +1, Cat are healed.
Recovery:
Arcane 8:1d10 + 5 ⇒ (3) + 5 = 8
Good Omen is recharged
Amli’s healing spell felt almost as good as watching the dwarf smash the smarmy captain in the face.
Displayed: Deck: 15 Discard: 2 Buried: 0
Notes: Ask before using: Pirate's Favor; Blessing of Pharasma; Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Black Spot
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hourglass: Norgorber o’clock
Moving to Shrine of Norgorber
Exploring Shrine of Norgorber 1: Pirate Captain
Pirate Captain:
SS
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Recharging Ivory Dice
Revealing Humanbane Crossbow +2, discarding Giantbane Dagger +1. (Amli displays any remaining armor/blessings, not included in roll) Combat 12+5=17:1d8 + 3 + 1d10 + 2 + 1d8 + 1d4 + 1 ⇒ (3) + 3 + (1) + 2 + (1) + (2) + 1 = 13
Recharging Ring of Protection to prevent 3 Combat damage. Discarding Humanbane Crossbow +2 for 1 Combat damage (unless Amli had at least 1 armor/blessing left in hand)
Kraken prevents 2 Structural damage
Pirate Captain is shuffled back into Shrine to Norgorber
Valendron reemerged from the shadow realm and swiftly fired the magic crossbow at a Norgorberite captain. But the pirate laughed evilly. "You're in the real world now, laddie. No shadow magic here." The elf belatedly swung out with his dagger, but the captain countered his blow with a sharp counterswing that rocked the Kraken.
Ending turn
Recharging Wall of Fire to sail to Scar Bay, taking Amli and Zova
Resetting hand
Valendron tried to ignore the pain. "There's still a magic here." The sorcerer summoned a gust of wind to take the Kraken and the crew out of reach of the Norgorberite defenses.
Valendron wrote:
Hand:Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Blessing of Pharasma (discard to bless/doublebless if spell is cast), Blessing of Abadar A (discard to bless/doublebless if to defeat barrier), Good Omen (freely banish to recovery for +6 to close/guard/acquire), Vindictive Harpoon, Black Spot (banish to recovery for -6 to difficulty to defeat monster), Wand of Treasure Finding,
Displayed: Deck: 8 Discard: 8 Buried: 0
Notes: Ask before using: Pirate's Favor; Blessing of Pharasma; Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Black Spot; Good Omen
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 4
Summary:
Shrine to Norgorber is shuffled.
Valendron is at Scar Bay.
Amli is at Scar Bay.
Zova is at Scar Bay.
(During Zova's turn)
Angelstep:1d4 + 1 ⇒ (1) + 1 = 2
Seeking Harpoon +1, Wall of Fire are healed
Healing energies seemed weakened in the shadow realm, but Valendron appreciated Zova's cure nonetheless.
(Valendron's turn)
Hourglass: Erastil o'clock
Sailing to Great Stone Bridge, taking everyone
Exploring Great Stone Bridge 1: Norgorber Cultist
Norgorber Cultist:
SS
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Banishing Life Leech to recovery, using Divine Fortune. Zova recharges Riding Allosaurus Combat 19:1d10 + 5 + 2d4 + 1d6 + 1d6 ⇒ (1) + 5 + (2, 4) + (3) + (4) = 19 Life Leech:1d4 + 1 ⇒ (2) + 1 = 3
Blessing of Pharasma, Blessing of Abadar, Pirate's Favor are healed.
Norgorber Cultist is banished
And even weakened, there was fortunately still enough power in healing magic to drain an enemy cultist. "You should not have left your shrine," sneered the sorcerer as the shadows closed about the Norgorberite like jaws of a dinosaur.
Discarding Blessing of Achaekek to explore Great Stone Bridge 2: Rapier +2
Rapier +2:
SS
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Banishing Swipe to recovery. Rapier +2 is acquired and banished. Ezren transmogrifies Rapier +2 into Random non-Basic, non-Elite Weapon 1: Humanbane Crossbow +2
Humanbane Crossbow +2:
SS
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
The sorcerer magically summoned the fallen cultist's blade. The shadows twisted it into something more suitable for the elf.
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 4
Summary:
Great Stone Bridge 1,2 are banished.
Random Weapon 1 (Humanbane Crossbow +2) is acquired.
Valendron is at Great Stone Bridge.
Amli is at Great Stone Bridge.
Ezren is at Great Stone Bridge.
Zova is at Great Stone Bridge.
Zova recharges Riding Allosaurus.
(Valendron's turn)
Hourglass: Kelizandri o'clock
Banishing Mist Horn to recovery
Sailing to Coastline, taking Amli and Ezren
Banishing Wand of Treasure Finding to recovery to examine Coastline 1: Ambush, Coastline 2: Resist Energy, Coastline 3: Trident +2
Ambush:
SS
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Resist Energy:
SS
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Trident +2:
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Shuffling Ambush, Resist Energy back into Coastline. Reloading Trident +2 back into Coastline
When the mist faded, the Truewind was gone. The reaver reappeared farther up the shadow coastline, looking for ways to bolster their ambush of the Shrouded Queen.
Exploring Coastline 3: Trident +2
Trident +2:
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Valendron cannot make a STR/Melee 10 check. Trident +2 is banished
Valendron did not trust the shadowy trident.
Shuffled Coastline:1d10 ⇒ 5 Discarding Blessing of Abadar to explore Coastline 5: Pteranodon
Pteranodon:
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Valendron cannot make a WIS/Survival 11 check. Pteranodon is banished
He gave the flying beasts a leery eye as well.
Ending turn. Recovery:
Arcane 10:1d10 + 5 ⇒ (5) + 5 = 10
Mist Horn is recharged
Arcane 8:1d10 + 5 ⇒ (5) + 5 = 10
Wand of Treasure Finding is recharged.
Resetting hand
Displayed: Deck: 5 Discard: 9 Buried: 0
Notes: Move Valendron as necessary.
Ask before using: Blessing of Achaekek
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Swipe; Black Spot
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 4
Summary:
Coastline 3, 5 is banished.
Coastline is shuffled (contains Ambush, Resist Energy).
Valendron is at Coastline.
Amli is at Coastline.
Ezren is at Coastline.
Hourglass: Achaekek o'clock
Moving to Great Stone Bridge
Exploring Great Stone Bridge 1: Falcata +1
Falcata +1:
SS
Weapon 1
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Valendron cannot make a STR/Melee 10 check. Falcata +1 is banished
Valendron crossed the bridge into the shadow realm. A single blade ominously lay on the stones.
Recharging Blessing of Achaekek matching hour to explore Great Stone Bridge 2: Shrouded Queen
Shrouded Queen:
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
Valendron cannot make a CON/Fortitude 12 check
Recharged cards:1d4 ⇒ 1
Recharging Good Omen. Shrouded Queen is evaded and shuffled back into Great Stone Bridge. Summoning Abyssal Scavenger
Abyssal Scavenger:
Monster Henchman 5
Traits:
Outsider
To Defeat:
Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits.
All damage dealt by the Abyssal Scavenger is Acid damage.
Before you act, each character at your location is dealt 1d4 Acid damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Acid damage:1d4 ⇒ 1 Displaying Mist Horn at Great Stone Bridge to prevent 1 Acid damage
Discarding Blessing of Gozreh as an Attack Electricity Magic spell, recharging Pyromaniac Mage
Combat 19:1d10 + 5 + 1d6 + 3 + 1d6 + 1 ⇒ (6) + 5 + (3) + 3 + (3) + 1 = 21
Abyssal Scavenger is banished
"You... do... not... belong... here..." A husky voice echoed in the shadows, sending a shiver through the elf. The sorcerer retreated into the shadows, listening warily for the voice. A demonic figure began to take shape in the mist, but Valendron illuminated it in fire, and a bolt from the sorcerer struck the silhouette.
Ending turn. Resetting hand
(At the start of Amli's turn)
Shuffled Great Stone Bridge:1d9 + 1 ⇒ (2) + 1 = 3 Shuffled Great Stone Bridge:1d9 + 1 ⇒ (1) + 1 = 2 Shuffled Great Stone Bridge:1d7 + 3 ⇒ (5) + 3 = 8
Banishing Scrying to recovery for monsters to examine Great Stone Bridge 3: Astrolabe, Great Stone Bridge 2: Shrouded Queen, Great Stone Bridge 8: Blood Hag
Shrouded Queen:
SS
Villain 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 18
THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
Astrolabe:
SS
Item 1
Traits:
Tool
To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Blood Hag:
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Shuffling Astrolabe back into Great Stone Bridge. Reloading Blood Hag, Shrouded Queen into Great Stone Bridge
Valendron scryed in the shadows. The Shrouded Queen loomed large, but the flames stirred something else, giving the sorcerer an idea...
Displayed:Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 5 Discard: 8 Buried: 0
Notes: Mist Horn is at Great Stone Bridge
Ask before using: Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Mist Horn; Swipe
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 4
Summary:
Great Stone Bridge 1 is banished.
Great Stone Bridge is shuffled with Great Stone Bridge 8, 2 (Blood Hag, Shrouded Queen) on top. (Also contains Astrolabe.)
Mist Horn is displayed at Great Stone Bridge.
Valendron is at Great Stone Bridge.
Hourglass: Norgorber o’clock
Moving to Scar Bay
Exploring Scar Bay 1: Vrykolakas
Vrykolakas:
SS
Henchman 5
Type: Monster
Traits:
Undead
Aquatic
To Defeat:
Combat 20
OR Wisdom
Divine 16
The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
Revealing Seeking Trident +1, aquatic, banishing Black Spot to recovery, discarding Blessing of Pharasma. Amli displays 2 blessings Combat 20-6=14:3d8 + 3 + 1d6 + 1 + 1d8 + 2 ⇒ (5, 7, 4) + 3 + (4) + 1 + (4) + 2 = 30 Poison damage:1d4 ⇒ 3
Discarding Cat, Wall of Fire, Seeking Trident +1 for 3 Poison damage. Vrykolakas is banished.
Closing Scar Bay: Discarding Pirate’s Favor
WIS 8:2d8 ⇒ (5, 4) = 9
Scar Bay is closed. 4 monsters: discarding Surgeon for 4 Combat damage. (No cards left in hand.)
Valendron went to wall off Scar Bay, but a vrykolakas swooped in before he had a chance to act. "Fine. We'll do it the painful way," cursed the sorcerer, impaling the undead with his harpoon. After a massive explosion of poison and bones, the bay was claimed for the pirates.
Ending turn
Recovery:
Arcane 6:1d10 + 5 ⇒ (6) + 5 = 11
Black Spot is recharged
Resetting hand
Valendron wrote:
Hand:Good Omen (freely banish to recovery for +6 to close/guard/acquire), Pyromaniac Mage, Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Ivory Dice, Blessing of Gozreh A (discard to bless/doublebless if to close/guard), Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Blessing of Abadar A (discard to bless/doublebless if to defeat barrier),
Displayed: Deck: 8 Discard: 6 Buried: 0
Notes: Do not move Valendron to locations with start-of-turn effects. At the end of Valendron's turn, I'll try to move people away.
Ask before using: Blessing of Gozreh; Blessing of Achaekek; Blessing of Abadar
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Good Omen; Mist Horn
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 4
Summary:
Scar Bay 1 is banished.
Scar Bay is closed.
Valendron is at Scar Bay.
Amli displays 2 blessings.
Hero Point: Power Feat: For your combat check, you may discard a card to use your Arcane skill + 1d6 +3 and add the Attack, Electricity, and Magic traits. If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
Forfeiting upgrade (unless Ezren passes on the Spell 5, in which case upgrading Spell 2 Safe Harbor into Spell 5 Life Leech)
Starting at Fishing Village
His companions may or may not be with him, but the tingle of lightning only grew stronger in the reaver's limbs. Valendron fearlessly strode through the fishing village, the air around him crackling with every step.
Displayed: Deck: 14 Discard: 0 Buried: 0
Notes: Do not move Valendron to locations with start-of-turn effects. At the end of Valendron's turn, I'll try to move people away.
Ask before using: Blessing of Pharasma; Pirate's Favor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Black Spot; Surgeon
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
(During Zova's turn)
Banish Scrying for monsters to recovery to examine Dagon's Jaws 2-1: Kraken, Dagon's Jaws 2-2: Storm, Dagon's Jaws 2-3: Potion of Flying
Kraken:
Villain 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Constitution
Fortitude 14
THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage.
Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
If undefeated, your ship is wrecked.
Storm:
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Potion of Flying:
SS
Item 3
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Shuffling Storm, Potion of Flying back into Dagon's Jaws 2.
Reloading Kraken into Dagon's Jaws 2.
The storm-driven waters flew apart, and the kraken lay exposed.
Guarding Shark Island: Summoning Hammerhead Shark
Hammerhead Shark:
Henchman
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If defeated, you may immediately attempt to close the location this henchman came from.
Amli displays Wall of Blades
Revealing Seeking Harpoon +1, aquatic, discarding Giantbane Dagger +1, using Wall of Blades by recharging Albatross and Seeking Harpoon +1
Combat 9+5=14:1d8 + 3 + 1d6 + 1 + 1d8 + 1d4 + 1 + 2d8 ⇒ (7) + 3 + (4) + 1 + (5) + (4) + 1 + (6, 3) = 34
Hammerhead Shark is banished. Shark Island is guarded
Valendron jabbed skyward with his harpoon and let out a savage cry. Flinging his dagger in the air, the blade splintered into a maelstorm of slashes that would prevent any marine creature from swimming to Dagon's Jaws. The kraken would not be receiving any aid from the sharks.
Valendron wrote:
Hand:Ivory Dice, Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour),
Displayed:Safe Harbor (display at closed location until start of my next turn to let any local character heal 1d4+1 instead of their first exploration), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 11 Discard: 7 Buried: 1
Notes: Mist Horn is at Dagon's Jaws 2. Safe Harbor is at Sacred Spring
Ask before using: Can use without asking: Pirate's Favor; Safe Harbor
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
(Resuming turn)
Ending turn
Displaying Mist Horn at Dagon's Jaws 2
Recharging Swipe to move to Shark Island
Banishing Wand of Treasure Finding to examine Shark Island 1: Spiny Eurypterid, Shark Island 2: Fortified Breastplate
Spiny Eurypterid:
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
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.
Fortified Breastplate:
SS
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Shuffling Spiny Eurypterid back into Shark Island. Reloading Fortified Breastplate back into Shark Island
Recovery:
Arcane 8:1d10 + 5 ⇒ (7) + 5 = 12
Wand of Treasure Finding is recharged
Resetting hand
The kraken was intimidating, but there was one of it and four of them.
Valendron summoned a mist cloud to personally keep the sea beast isolated from any sharks and treasure.
Valendron wrote:
Hand:Ivory Dice, Seeking Harpoon +1, Blessing of Gozreh A (discard to bless/doublebless if to close/guard), Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Scrying (banish to recovery to examine the top 3 of any location for a type of card; shuffle the location and reload/recharge any of the chosen type), Albatross, Giantbane Dagger +1,
Displayed:Safe Harbor (display at closed location until start of my next turn to let any local character heal 1d4+1 instead of their first exploration), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn),
Deck: 9 Discard: 5 Buried: 1
Notes: Mist Horn is at Dagon's Jaws 2. Safe Harbor is at Sacred Spring
Ask before using: Blessing of Gozreh; Pirate's Favor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Safe Harbor; Scrying
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 4
Summary:
Shark Island is shuffled with Shark Island 2 (Fortified Breastplate) on top (also contains Spiny Eurypterid).
Mist Horn is displayed at Dagon's Jaws 2.
Safe Harbor is displayed at Sacred Spring.
Valendron is at Shark Island.
Hourglass: Hshurha o’clock
Moving to Sacred Spring
Displaying Safe Harbor at Sacred Spring
Exploring Safe Harbor
Safe Harbor:1d4 + 1 ⇒ (3) + 1 = 4
Blessing of Achaekek, Pyromaniac Mage, Scrying, Albatross are healed
Valendron reflected on the tranquility at the sacred spring. “The calm before the storm. For the storm is coming.”
SS
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12
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.
Discarding Blessing of Abadar
DEX 12:3d8 + 3 ⇒ (6, 1, 4) + 3 = 14
Sabotage is banished
“Time for a solo mission.” The elf snuck off to the upper jaw for some sabotage, unlocking an alternate route to the kraken.
Discarding Blessing of Pharasma to explore Dagon’s Jaws 1-2: Koko
Koko:
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
Discarding Scrying for 1 Ranged Combat damage
Discarding Magic Keen Rapier +3 as an Attack Electricity Magic spell
Combat 17:1d10 + 5 + 2d6 + 2 ⇒ (1) + 5 + (4, 6) + 2 = 18
Koko is banished
As he worked, the floral guardian suddenly attacked! Valendron responded with a blast of lightning.
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom/Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
Revealing and burying Vindictive Harpoon, aquatic. Amli displays 2 armors, 1 blessing Combat 20:1d8 + 3 + 1d6 + 1 + 2d6 + 1d8 + 3 ⇒ (7) + 3 + (3) + 1 + (1, 5) + (5) + 3 = 28 Poison damage:1d4 ⇒ 3
(No cards left in hand)
Vrykolakas is banished. Dagon’s Jaw 1 is closed. Drawing Cat. Recharging Cat
With an angry hiss, a vrykolakas charged at him, but Valendron showed no fear. He flung his harpoon straight into the vrykolakas, then dodged the resulting explosion of undead flesh.
Ending turn. Resetting hand
Valendron wrote:
Hand:Swipe (banish to recovery for -3 to combat difficulty), Seeking Harpoon +1, Wand of Treasure Finding, Pirate's Favor (discard to bless; freely if Swashbuckling; recharge if Blessing of the Gods or Besmara hour), Safe Harbor (display at closed location until start of my next turn to let any local character heal 1d4+1 instead of their first exploration), Mist Horn (display at any location to reduce all local monster damage by 3 until start of Valendron's next turn), Giantbane Dagger +1,
Displayed: Deck: 7 Discard: 9 Buried: 1
Notes: Valendron will probably cast Safe Harbor on my next turn.
Ask before using: Pirate's Favor; Safe Harbor
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Swipe; Mist Horn
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0. [] You automatically succeed at your check to recharge a spell that has the Attack trait.
Hero Points: 4
Summary:
Dagon’s Jaws 1-1, 1-2 are banished.
Dagon’s Jaws 1 is closed.
Amli displays 2 armors, 1 blessing.
Valendron is at Dagon’s Jaws 1.