Arcanaton

Zalarian's page

Organized Play Member. 59 posts (4,728 including aliases). No reviews. 4 lists. 1 wishlist. 24 Organized Play characters. 30 aliases.



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Every year the small town of Foghollow has a unique race during the Fall known as simply as the Coffin Race...Several different riders compete in this unusual race where each person brings their own horse, cart, and an empty makeshift or actual coffin. To win the race is simple, the participant needs to be the first person to get their coffin over the finish line. It isn't even unusual to have the winner not have their cart or horse able to make it. The race brings in a gambling aspect never seen in the area any other time and with that a much seedier group of people are often skulking around. The current mayor of the town won the race over a decade ago; He can be found in the pub nearest to the race start where he is all too willing to tell the tale of how he lost a few fingers and an eye...

A PACS adventure set up using the rules as outlined in The Dragon's Demand, 3 Aeteperax Redux, C: The Wandering Way. I will be running these at Tier 2 so that Tier 1, 2, or 3 characters can join.

If you have VTTS and want to participate in this custom adventure then head on over to the Mindscape Lodge.

  • General Link for Mindscape Lodge Sign up
    Check out the calendar to see what games are being run. For the next couple of Wednesdays at 9PM Eastern, I will look into running this adventure. Other judges are running their own versions of this customizable scenario as well as other sanctioned mods so sign up if interested.

  • Link for Org Play Online Discord Server for chat/text


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    One of the players in one PBP game loved to write a short novel just about each turn and so each of them were enjoyable to read. He would also do separate posts usually and some of this turns would have 3 or 4 posts as he switched between Aric and the Red Raven...this is only an example of two of his posts.

    Aric and Red Raven
    More Aric and Red Raven


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    Male Human | My Deck Handler Investigator / Alchemy+Finesse+Occult (12789-1013)

    Quinn's hero points is 2 due to spending one during the scenario.


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    Let me know if any corrections are needed.

    5-4C: INAHIYI’S NIGHTMARE
    Name Tier.XP / Deck Upgrade / Feat: Choice / Loot

    Zova 4.5 / Spell 4 (Aspect of the Wolf) / None / Monkey
    Mother Myrtle 4.5 / Ally 1 (Tinker) / None / No Loot
    Flenta 4.5 / Weapon 4 (Thundering Earthbreaker) / None / Blessing of Besmar; Brine's Sting, Ederleigh Baines, and Immortal Dreamstone


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    Male Human | My Deck Handler Skald / UI (12789-1011)

    Hakon picked bodyguard earlier but only because it wasn't the optimal choice.

    Hakon is switching from warpriest+UI to Smash+Occultist+Divine
    Conversion List:

  • [u]Warhammer +2-Weapon-2[/u] to Divine-2-Weapon-Flaming Mace
  • [u]W2Acidic Greatsword +1-Weapon-2[/u] to Smash-2-Weapon-Shock Glaive
  • [u]w3Dwarven Longhammer +1-Weapon-1[/u] to Smash-1-Weapon-Earthbreaker
  • [u]s2Cure (Core)-Spell-0[/u] to Divine-0-Spell-Cure
  • [u]s1Object Reading-Spell-2[/u] to Occultist-2-Spell-Fly
  • [u]Detect Thoughts-Spell-1-UI[/u] to Occultist-1-Spell-Locate Object
  • [u]Strength-Spell-0[/u] to Occultist-0-Spell-Magic Eye
  • [u]Spiked Breastplate#Core-Armor-1[/u] to Smash-1-Armor-Spiked Half-Plate
  • [u]Gambeson-Armor-0-UI[/u] to Occultist-0-Armor-Quilted Cloth Armor
  • [u]Quick-Change Mask-Item-1-UI[/u] to Smash-1-Item-Staff of Minor Healing
  • [u]Candle of Comity-Item-2-UI[/u] to Occultist-2-Item-Zellara's Harrow Deck
  • [u]Dandy Brute-Ally-1-UI[/u] to Divine-1-Ally-Bodyguard
  • [u]Retriever-Ally-1[/u] to Occultist-1-Ally-Leech
  • [u]Sorrowsoul-Ally-2-UI[/u] to Smash-2-Ally-Pit Gladiator
  • [u]Blessing of Achaekek-Blessing-1-UI[/u] to Occultist-1-Blessing-The Tyrant
  • [u]Blessing of Abadar-Blessing-0-UI[/u] to Smash-0-Blessing-Orison
  • [u]Blessing of the Gods-Blessing-0[/u] to Smash-0-Blessing-Prayer


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    5-3E: Outsmarting the Flora
    Name Tier.XP / Deck Upgrade / Card Feat: Choice / Loot

    Zova 3.5 / None / None / Monkey
    Mother Myrtle 4.0 / Item 3 / None / No Loot
    Flenta 4.0 / None / None / Blessing of Besmar; Rekkish; Brine's Sting


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    close check DC 2: 1d10 ⇒ 2 passed.. barely


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    BR Zalarian wrote:

    This is what I have so far. Let me know if any adjustments should be made. I listed what you took for loot from the start of this scenario so if there is anything I missed let me know

    Some ambiguities/questions:
    Zova didn't specify if tiering up or not..assuming she is but could be mistaken
    Did Zova use any Hero points on this last scenario? I thought she had 2 or 3 going into this.
    Zova and MM can pick another deck upgrade..if MM passes on blessing 2 then that is an option for Zova
    Did MM take a Card feat for this adventure or does she already have one and gets another Hero point?
    Flenta's Hero points was not listed above..please verify

    Updated. If any issues, let me know:

    5-2E: Island of Whispers
    Name Tier.XP / Deck Upgrade / Card Feat: Choice / Hero Points / Loot
    Zova 3.0 / Blessing 2 + Blessing 2 / Adventure Card Feat: Blessing / 3 / No Loot
    Mother Myrtle 3.2 / Spell 2 + Item 1/ Role Card + Power Feat (recharge card to add to local wis check) Adventure Card Feat: Spell / 3 / No Loot
    Swapping Ultimate Magic for 2 packs
    Flenta 3.0 / Blessing 2 + Ally 1/ Adventure Card Feat: Ally / 2 / Blessing of Besmar; Rekkish; Brine's Sting
    Swapping character Deck for Smash Pack


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    Sounds spiffy!
    I assume there isn't a restriction on multiple loot cards with same name at a table since the cards wouldn't be coming from the game box. Also, I would imagine loot cards in a character's deck doesn't interfere with either someone else taking a loot reward or for the person with the loot card in their pack to use the loot card from the box as well.

    Also, it looks like the current rules support going back to original spec. I assume this means you have to go back to what you had before and doesn't allow to change decks for that character even if you have a reward that says you can use deck X with character Y. I also assume that someone can revert back and then choose different pack options for that character in between scenarios to try something different.


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    During This Adventure: See top for ships, S&S rules, and loot

    Use the Feathered Devil as your ship (unless benefit used or ship seized).

    Feathered Devil:

    Ship B
    Class 0
    Check To Defeat:
    Charisma/Diplomacy 5
    OR
    Wisdom /Survival 7
    When Encountered: You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
    When Commanding: When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
    Check To Repair: Craft 4
    When Commanding (Wrecked): When you would discard an ally for its power, bury it instead.

    SEIZED SHIP CHANGE:

    When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

    During This Scenario: After building the location decks, shuffle together 2 Curse of the Deep barriers and a number of other barriers and a number of monsters each equal to twice the number of characters, then shuffle half of those cards into each location deck.
    The difficulty to defeat Curse of the Deep is increased by the number of cards remaining in your location deck.
    When you would banish Curse of the Deep, if there are other cards remaining in your location deck, shuffle it into your location deck instead. Otherwise, display it next to the blessings deck.
    To win, both Curse of the Deep barriers must be displayed next to the blessings deck.

    Additional Rules:

    Plunder:

    Armor

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Wormwood , Sea Chanty, Wormwood / HP: Spent 1
    Flenta = Magpie Princess / Amateur Swashbuckler(0000)
    Zova = Mistmourn / Amateur Swashbuckler(0000)

    5-1: For the rest of the Adventure Path, you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.
    5-1A: For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.
    5-1B: For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
    5-1C: For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1D: For the rest of the Adventure Path, you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-2C: For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Brine’s Sting, and 1 character may temporarily replace 1 item in his deck with the loot Farglass.
    Amateur Swashbuckler(0000): You may check an unchecked box that precedes this reward (4 boxes) to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

    Story Banes
    None

    Scenario Level (#): 2

    Turn: 4, MotherMyrtle/Redgar

    Random Cards:

    Monsters
    Spoiler:
    Scalawag
    SS
    Monster 2
    Traits:
    Human
    Pirate
    Elite
    To Defeat:
    Combat 13
    Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

    Spoiler:
    Bull Shark
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    The Bull Shark may not be evaded.
    Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

    Spoiler:
    Crocodile
    SS
    Monster B
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, shuffle this card into a random open location, if it came from one.
    This reptile lunges out of the placid water with shocking speed_

    Spoiler:
    Swamp Ghoul
    SS
    Monster B
    Traits:
    Undead
    Ghoul
    Aquatic
    Elite
    To Defeat:
    Combat 11
    The Swamp Ghoul is immune to the Mental and Poison traits.
    If undefeated, bury the top card of your deck; then reset your hand and end your turn.

    Spoiler:
    Blood Moon Pirate
    SS
    Monster B
    Traits:
    Lycanthrope
    Pirate
    Elite
    To Defeat:
    Combat 13
    Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
    If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

    Barriers
    Spoiler:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Spoiler:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Hull Damage
    SS
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Spoiler:
    Large Chest
    SS
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Weapons
    Spoiler:
    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.

    Spoiler:
    Morningstar +1
    SS
    Weapon 2
    Traits:
    Mace
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    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 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

    Spoiler:
    Falcata
    SS
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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.

    Spoiler:
    Sap
    SS
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Basic
    To Acquire:
    Strength
    Melee 6
    Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

    Spoiler:
    Pistol +1
    SS
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 8
    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 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.

    Spells
    Spoiler:
    Rage
    SS
    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.

    Spoiler:
    Vomit Twin
    SS
    Spell P
    Traits:
    Magic
    Arcane
    To Acquire:
    Constitution
    Fortitude 6
    Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.

    Spoiler:
    Arcane Armor
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spoiler:
    Frostbite
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Fireblade
    SS
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Goblin Buckler Gun
    SS
    Armor P
    Traits:
    Shield
    Firearm
    To Acquire:
    Dexterity
    Ranged 9
    THEN Constitution
    Fortitude 9
    For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
    Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Magic Leather Armor
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Elite
    To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    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.

    Spoiler:
    Buckler
    SS
    Armor B
    Traits:
    Shield
    Basic
    To Acquire:
    Constitution
    Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Magic Chain Shirt
    SS
    Armor B
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    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.

    Items
    Spoiler:
    Nautical Charts
    SS
    Item B
    Traits:
    Book
    To Acquire:
    Wisdom
    Survival 7
    At the end of a turn, recharge this card to move. Movement restrictions still apply.

    Spoiler:
    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.

    Spoiler:
    Anchor
    SS
    Item B
    Traits:
    Tool
    To Acquire:
    Wisdom
    Survival 8
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Spoiler:
    Worn Leather Skullcap
    SS
    Item 2
    Traits:
    Accessory
    Magic
    Swashbuckling
    Elite
    To Acquire:
    Wisdom
    Survival 7
    Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
    Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.

    Spoiler:
    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.

    Allies
    Spoiler:
    Rotgut
    SS
    Ally 2
    Traits:
    Animal
    Pirate
    To Acquire:
    Wisdom
    Survival 8
    If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

    Spoiler:
    Sailor
    SS
    Ally B
    Traits:
    Human
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Captain
    SS
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6
    Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Carver
    SS
    Ally B
    Traits:
    Elf
    Pirate
    Basic
    To Acquire:
    Charisma
    Diplomacy 6
    Discard this card to add 1d8 to your Craft check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Heartbreak Hinsin
    SS
    Ally B
    Traits:
    Human
    Aristocrat
    Pirate
    To Acquire:
    Dexterity
    Disable 4
    THEN Charisma
    Diplomacy 7
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Blessings
    Spoiler:
    Blessing of Cayden Cailean
    SS
    Blessing B
    Traits:
    Divine
    Cayden Cailean
    To Acquire:
    Strength
    Constitution 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 Strength or Constitution 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.

    Spoiler:
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Current Hour:

    Blessing of the Gods:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 1 Flenta/eddiephlash
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 2 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 3 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 3 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 4 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 4 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 5 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 5 Zova/Greenclaw
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    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.
    Hourglass Card 6 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 6 MotherMyrtle/Redgar
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 7 Flenta/eddiephlash
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 8 Zova/Greenclaw
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 9 MotherMyrtle/Redgar
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 10 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 11 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 11 Zova/Greenclaw
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 12 MotherMyrtle/Redgar
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 13 Flenta/eddiephlash
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 14 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 15 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 15 MotherMyrtle/Redgar
    Blessing of Sivanah
    SS
    Blessing B
    Traits:
    Divine
    Sivanah
    To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 16 Flenta/eddiephlash
    Blessing of Hshurha
    SS
    Blessing 2
    Traits:
    Divine
    Hshurha
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 17 Zova/Greenclaw
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 18 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 18 MotherMyrtle/Redgar
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 19 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 19 Flenta/eddiephlash
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 20 Zova/Greenclaw
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 21 MotherMyrtle/Redgar
    Blessing of Besmara
    SS
    Blessing 1
    Traits:
    Divine
    Besmara
    To Acquire:
    Dexterity
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 22 Flenta/eddiephlash
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Hourglass Card 23 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 23 Zova/Greenclaw
    Blessing of Achaekek
    SS
    Blessing B
    Traits:
    Divine
    Achaekek
    To Acquire:
    Intelligence
    Craft 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 MotherMyrtle/Redgar:
    Spoiler:
    Hourglass Card 24 MotherMyrtle/Redgar
    Blessing of Milani
    SS
    Blessing B
    Traits:
    Divine
    Milani
    To Acquire:
    Dexterity
    Wisdom 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Flenta/eddiephlash:
    Spoiler:
    Hourglass Card 25 Flenta/eddiephlash
    Blessing of Pharasma
    SS
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Zova/Greenclaw:
    Spoiler:
    Hourglass Card 26 Zova/Greenclaw
    Blessing of Erastil
    SS
    Blessing B
    Traits:
    Divine
    Erastil
    To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity 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.

    Location #1: Chapel
    At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
    When Closing: Banish a card that has the Divine trait.
    When Permanently Closed: On closing, you may shuffle 1d4+1 cards from your discard pile into your deck.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 7
    Located/Displayed Here: Flenta/eddiephlash, None

    Chapel Card 1:
    Sandara Quinn
    SS
    Ally 1
    Traits:
    Human
    Cleric
    Pirate
    To Acquire:
    Charisma
    Diplomacy 5
    If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
    Chapel Card 2:
    Lookout Duty
    SS
    Barrier B
    Traits:
    Task
    Veteran
    To Defeat:
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
    Chapel Card 3:
    Constrictor Snake
    SS
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
    Chapel Card 4:
    Curse of the Deep
    SS
    Barrier 2
    Traits:
    Curse
    Aquatic
    Elite
    To Defeat:
    Constitution
    Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
    Chapel Card 5:
    Black Spot
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
    Chapel Card 6:
    Sea Cat
    SS
    Monster 2
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 12
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.
    Chapel Card 7:
    Cure
    SS
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Chapel Card 8:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Chapel Card 9:
    Pirate Hunting
    SS
    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.
    Chapel Card 10:
    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.
    Chapel Card 11:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Chapel Card 12:
    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.

    Location #2: Holy Isle
    At This Location: If you play a blessing during your exploration, you may explore again.
    When Closing: Succeed at a Wisdom or Divine 7 check.
    When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 5
    Located/Displayed Here: MotherMyrtle/Redgar, Zova/Greenclaw,
    Mother Myrtle - Curse of the Deep:

    SS Barrier 2
    Traits: Curse Aquatic Elite
    To Defeat: Constitution Fortitude 7
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Holy Isle Card 1:
    Merfolk
    SS
    Monster B
    Traits:
    Merfolk
    Aquatic
    Basic
    To Defeat:
    Combat 8
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
    Holy Isle Card 2:
    Treasure Map
    SS
    Barrier B
    Traits:
    Cache
    Basic
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.
    Holy Isle Card 3:
    Illusory Wall
    SS
    Barrier B
    Traits:
    Obstacle
    Magic
    Mental
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Wisdom
    Perception 6
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
    Holy Isle Card 4:
    Bucket Brigade
    SS
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
    Holy Isle Card 5:
    Hydraulic Push
    SS
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Holy Isle Card 6:
    Blessing of the Gods
    SS
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    None 0
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Holy Isle Card 7:
    Blessing of Gozreh
    SS
    Blessing B
    Traits:
    Divine
    Gozreh
    To Acquire:
    Wisdom
    Survival 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    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.
    Holy Isle Card 8:
    Smuggler
    SS
    Monster B
    Traits:
    Human
    Smuggler
    Basic
    To Defeat:
    Combat 9
    Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
    Holy Isle Card 9:
    Rosie Cusswell
    SS
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
    Holy Isle Card 10:
    Man Overboard
    SS
    Barrier B
    Traits:
    Obstacle
    Aquatic
    Basic
    To Defeat:
    Dexterity 7
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
    Holy Isle Card 11:
    Zombie
    SS
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

    Location #3: Academy
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 5 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Not a location to go to. For Flenta's power
    Academy Card 1:
    Frostbite
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
    Academy Card 2:
    Detect Magic
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2
    During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.
    Academy Card 3:
    Phantasmal Minion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Academy Card 4:
    Confusion
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Academy Card 5 (Arcane Armor):
    Arcane Armor
    SS
    Spell B
    Traits:
    Magic
    Arcane
    Basic
    To Acquire:
    Intelligence
    Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.


    1 person marked this as a favorite.
    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    This is what I have so far. Let me know if any adjustments should be made. I listed what you took for loot from the start here so if there is anything I missed let me know

    5-2D: IADUT
    Name Tier.XP / Deck Upgrade / Feat Choice / Hero Points / Loot
    Zova 2.4 / Item 2 / No Feat / 2 / No Loot
    Mother Myrtle 3.1 / No Deck Upgrade/ Skill Feat (wis) / 3 / No Loot
    Flenta 2.4 / Spell 0 / No Feat / 1 / Blessing of Besmar; Rekkish; Brine's Sting


    1 person marked this as a favorite.
    Female Human | My Deck Handler Hunter (Divine Hunter) (12789-1009)

    Adowyn looks at the wares offered to her and glares at Falsin, "I am neither a wizard or one to use a sword. These wares will not work for me. Every time I came to this city it seems I have a mummified cat following me. You may not have anything I can use, but at least I can thank you from keeping me away from that odd undead feline."
    Falsin brightens and brings out a scarab. "Please, take this..it will keep such unnatural beasts at bay."

    Leryn slowly backs away from the merchant growling all the way.


    1 person marked this as a favorite.
    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    This is what I have so far. Let me know if any adjustments should be made.

    Name Tier.XP / Deck Upgrade / Feat Choice / Hero Points / Loot
    Zova 2.2 / Item 2 / Power Feat(Evade) / 1 / None
    Mother Myrtle 2.5 / Spell 2 / None / 3 / Rickety Hake
    Harsk 2.2 / Item 1 / TBD / 1 (or 2) / None
    Flenta 2.2 / Spell 1 / Power Feat (Hand size) / 1 / Rekkish


    2 people marked this as a favorite.
    Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

    Many thanks to all of you for the wild ride! I look forward to playing in future games with each and everyone of you. I didn't get to do the whole season with my goblin but will eventually finish out the season with my original character Bekah.

    In the meantime, I will be on the lookout for any upper tier specials or any type of one-shots.


    1 person marked this as a favorite.
    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    The crew must either recharge an ally or discard a card for the 1 remaining structural damage from Mother Myrtle's turn


    1 person marked this as a favorite.
    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Mother Myrtle needs to roll plunder for defeating Sea Chanty.
    Harsk's fox was instead recharged from stolen deck on Harsk' turn.

    During This Adventure: See top for ships, S&S rules, and loot

    Use the Feathered Devil as your ship.

    Feathered Devil:

    Ship B
    Class 0
    Check To Defeat:
    Charisma/Diplomacy 5
    OR
    Wisdom /Survival 7
    When Encountered: You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
    When Commanding: When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
    Check To Repair: Craft 4
    When Commanding (Wrecked): When you would discard an ally for its power, bury it instead.

    SEIZED SHIP CHANGE:

    When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

    During This Scenario: When building location decks, build a number of Riptide Cove locations equal to the number of characters. When adding the villain, put it on the bottom of the Sea Caves location deck.
    After drawing starting hands, each character shuffles the top 3 cards of her deck faceup into a stolen pile next to the scenario.
    When you defeat a bane, recharge the top card of the stolen pile into any character deck.
    At the end of the scenario, banish any boons in the stolen pile.
    Additional Rules:

    Stolen Pile Deck:

    Steal Book (F) has been recharged to the deck of Flenta
    Longspear (F) has been recharged to the deck of Flenta
    Amulet of Life (H) has been recharged to the deck of Harsk
    Stained Glass Elemental (MM) has been recharged to the deck of Mother Myrtle
    Blessing of the Elements 2 (MM) has been recharged to the deck of Mother Myrtle
    Unerring Weapon (Zv) has been recharged to the deck of Zvarbel
    Magic Weapon (Zv) has been recharged to the deck of Zvarbel
    Fox (H) has been recharged to the deck of Harsk
    1= Dagger (H)
    2= Cloud Puff (Zo)
    3= Mace (F)
    4= Terhk Fourwinds (Zv)
    5= Porcupine (Zo)
    6= Shock Lizard (Zo)
    7= Clockwork Spy (MM)

    Plunder:

    Spell
    TBD - Mother Myrtle

    Benefits and Seized Ship Inventory:

    Mother Myrtle = Mat: N Reroll:N / Wormwood
    Harsk - Mat: N Reroll:N / None
    Flenta - Mat: N Reroll:N / None
    Zvarbel - Mat: Y Reroll:Y / None
    Zova - Mat: N Reroll:Y / Mistmourn(5-1A)

    Story Banes

    Kelizar the Brine Dragon:

    Villain B
    Type: Monster
    Traits: Dragon Aquatic
    To Defeat: Combat 16
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
    "There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

    Riptide Grindylow:

    Henchman 1
    Type: Monster
    Traits: Aberration Goblin Aquatic
    To Defeat: Combat 11
    The Riptide Grindylow may not be evaded. If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Turn: 8, Flenta/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Mercenary
    Monster B
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

    Spoiler:
    Ghost
    Monster B
    Traits:
    Undead
    Incorporeal
    Ghost
    Elite
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8 The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.
    This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

    Spoiler:
    Cecaelia
    Monster B
    Traits:
    Merfolk
    Aquatic
    To Defeat:
    Combat 13 Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

    Spoiler:
    Blood Moon Pirate
    Monster B
    Traits:
    Lycanthrope
    Pirate
    Elite
    To Defeat:
    Combat 13 Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
    If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

    Spoiler:
    Crab Swarm
    Monster B
    Traits:
    Animal
    Aquatic
    Swarm
    Basic
    To Defeat:
    Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

    Barriers
    Spoiler:
    Hull Damage
    Barrier 1
    Traits:
    Obstacle
    Aquatic
    Veteran
    To Defeat:
    Intelligence
    Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Spoiler:
    Taking on Water
    Barrier 1
    Traits:
    Task
    Aquatic
    Basic
    To Defeat:
    Strength
    Constitution
    Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Spoiler:
    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.

    Spoiler:
    Harpoon Trap
    Barrier 1
    Traits:
    Trap
    Basic
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Spoiler:
    Trapped Locker
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11 If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Weapons
    Spoiler:
    Main-Gauche
    Weapon B
    Traits:
    Knife
    Melee
    Piercing
    Finesse
    Offhand
    Swashbuckling
    Elite To Acquire:
    Strength
    Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
    Discard this card to reduce Combat damage dealt to you by 2.

    Spoiler:
    Dagger
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Basic To Acquire:
    Dexterity
    Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spoiler:
    Musket
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck.

    Spoiler:
    Harpoon
    Weapon C
    Traits:
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite To Acquire:
    Dexterity
    Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

    Spoiler:
    Whip
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Spells
    Spoiler:
    Cure
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Aid
    Spell B
    Traits:
    Magic
    Divine
    Elite To Acquire:
    Wisdom
    Divine 6 Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Phantasmal Minion
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4 Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Buoyancy
    Spell B
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 3 Discard this card to examine the bottom card of your location deck and put it on top of that deck.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Magic
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 2 During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

    Armors
    Spoiler:
    Benevolent Buckler
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Spoiler:
    Magic Leather Armor
    Armor B
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
    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.

    Spoiler:
    Magic Wooden Armor
    Armor 1
    Traits:
    Light Armor
    Magic
    Swashbuckling
    Elite To Acquire:
    Constitution
    Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
    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.

    Spoiler:
    Chain Mail
    Armor C
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Heavy Armor
    Basic To Acquire:
    Constitution
    Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Items
    Spoiler:
    Amulet of Life
    Item B
    Traits:
    Accessory
    Magic
    Basic To Acquire:
    Intelligence
    Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

    Spoiler:
    Pearl of Wisdom
    Item B
    Traits:
    Object
    Magic To Acquire:
    Wisdom 7 Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

    Spoiler:
    Ring of Wave Walking
    Item 1
    Traits:
    Accessory
    Magic
    Aquatic
    Elite To Acquire:
    Constitution
    Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Spoiler:
    Anchor
    Item B
    Traits:
    Tool To Acquire:
    Wisdom
    Survival 8 Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Spoiler:
    Potion of Healing
    Item B
    Traits:
    Liquid
    Alchemical
    Healing To Acquire:
    Intelligence
    Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

    Allies
    Spoiler:
    Master Gunner
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8 Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Spoiler:
    Quartermaster
    Ally C
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Spoiler:
    Dodo
    Ally C
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
    Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

    Spoiler:
    Turtle
    Ally C
    Traits:
    Animal
    Aquatic
    Basic To Acquire:
    Wisdom
    Survival 5 Reveal this card to reduce Combat damage to you by 1.
    Discard this card to explore your location.

    Spoiler:
    Old Salt
    Ally C
    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.

    Blessings
    Spoiler:
    Blessing of Milani
    Blessing C
    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.

    Spoiler:
    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.

    Spoiler:
    Blessing of Achaekek
    Blessing B
    Traits:
    Divine
    Achaekek To Acquire:
    Intelligence
    Craft 7
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    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.

    Spoiler:
    Blessing of Gozreh
    Blessing C
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    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.

    Top of Blessing Discard Pile:

    Blessing of Besmara:
    Blessing of Besmara
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Remaining: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    9-Zvarbel
    Spoiler:
    Blessings Deck Card 1 /
    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.
    Spoiler:
    10-ZovaBlessings Deck Card 2 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    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.
    11-Mother Myrtle
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Cayden Cailean
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 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 Strength or Constitution 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.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Erastil
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity 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.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Besmara
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    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.
    Spoiler:
    Blessings Deck Card 7 /
    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.
    Spoiler:
    Blessings Deck Card 8 /
    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.
    Spoiler:
    Blessings Deck Card 9 /
    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.
    Spoiler:
    Blessings Deck Card 10 /
    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.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    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.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Cayden Cailean
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 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 Strength or Constitution 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.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    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.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Gozreh
    Blessing B
    Traits:
    Divine
    Gozreh To Acquire:
    Wisdom
    Survival 7
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to close a location.
    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.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Besmara
    Blessing 1
    Traits:
    Divine
    Besmara To Acquire:
    Dexterity
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of Sivanah
    Blessing C
    Traits:
    Divine
    Sivanah To Acquire:
    Intelligence
    Charisma 7
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of Erastil
    Blessing C
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity 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.
    Spoiler:
    Blessings Deck Card 20 /
    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.
    Spoiler:
    Blessings Deck Card 21 /
    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.
    Spoiler:
    Blessings Deck Card 22 /
    Blessing of the Gods
    Blessing C
    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.

    Location #1: Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zvarbel/LucianCarter, None

    Beach Card 1:
    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.

    Beach Card 2:
    Riptide Grindylow
    Henchman 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    To Defeat:
    Combat 11 The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Beach Card 3:
    Skeleton
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeleton is immune to the Mental and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
    The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

    Beach Card 4:
    Arcane Armor
    Spell C
    Traits:
    Magic
    Arcane
    Basic To Acquire:
    Intelligence
    Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Beach Card 5:
    Ruby of Charisma
    Item B
    Traits:
    Object
    Magic To Acquire:
    Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

    Beach Card 6:
    Buckler
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Beach Card 7:
    Sailor
    Ally C
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Beach Card 8:
    Cutlass
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Location #2: Sea Caves
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
    When Closing: Summon and defeat a random monster that has the Aquatic trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Sea Caves Card 1 (Heavy Crossbow):
    Heavy Crossbow
    Weapon B
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Sea Caves Card 2:
    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.

    Sea Caves Card 3:
    Confusion
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Sea Caves Card 4:
    Kuru
    Monster C
    Traits:
    Human
    Cannibal
    Basic
    To Defeat:
    Combat 10 If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

    Sea Caves Card 5:
    Blessing of Cayden Cailean
    Blessing B
    Traits:
    Divine
    Cayden Cailean To Acquire:
    Strength
    Constitution 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 Strength or Constitution 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.

    Sea Caves Card 6:
    Sailor
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Sea Caves Card 7:
    Dead Man's Chest
    Barrier C
    Traits:
    Cache
    Lock
    Pirate
    To Defeat:
    Dexterity
    Disable 11
    OR Strength
    Melee 13 If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
    If undefeated, you may banish this barrier.

    Sea Caves Card 8:
    Pirate Captain
    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.

    Sea Caves Card 9:
    Chain Shirt
    Armor B
    Traits:
    Light Armor
    Swashbuckling
    Basic To Acquire:
    Constitution
    Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Sea Caves Card 10 (Kelizar the Brine Dragon):
    Kelizar the Brine Dragon
    Villain B
    Type: Monster
    Traits:
    Dragon
    Aquatic
    To Defeat:
    Combat 16 Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.
    "There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

    Location #3: Riptide Cove
    At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
    When Closing: Summon and defeat the henchman Riptide Grindylow.
    When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Flenta/eddiephlash, None

    Riptide Cove Card 1:
    Giant Frog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9 A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.

    Riptide Cove Card 2:
    Riptide Grindylow
    Henchman 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    To Defeat:
    Combat 11 The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Cove Card 3:
    Sandara Quinn
    Ally 1
    Traits:
    Human
    Cleric
    Pirate To Acquire:
    Charisma
    Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Riptide Cove Card 4:
    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.

    Riptide Cove Card 5:
    Alchemist's Fire
    Item C
    Traits:
    Liquid
    Attack
    Fire
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Riptide Cove Card 6:
    Bucket Brigade
    Barrier B
    Traits:
    Task
    Fire
    Elite
    To Defeat:
    Constitution
    Fortitude 6 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

    Riptide Cove Card 7:
    Dwarf Caiman
    Ally C
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 6 Reveal this card to add 1d6 to your Stealth or Fortitude check.
    Discard this card to explore your location.

    Riptide Cove Card 8:
    Whip
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Location #4: Riptide Cove
    At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
    When Closing: Summon and defeat the henchman Riptide Grindylow.
    When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Zova/Greenclaw, None

    Riptide Cove Card 1:
    Powder Horn
    Item B
    Traits:
    Tool
    Alchemical
    Basic To Acquire:
    Ranged
    Intelligence
    Craft 6 Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

    Riptide Cove Card 2:
    Cutlass +1
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite To Acquire:
    Strength
    Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Riptide Cove Card 3:
    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.

    Riptide Cove Card 4:
    Riptide Grindylow
    Henchman 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    To Defeat:
    Combat 11 The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Cove Card 5:
    Captain
    Ally B
    Traits:
    Human
    Captain
    Pirate
    Basic To Acquire:
    Constitution
    Fortitude 4
    THEN Charisma
    Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Riptide Cove Card 6:
    Pirate Captain
    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.

    Riptide Cove Card 7:
    Benevolent Buckler
    Armor 1
    Traits:
    Shield
    Magic To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Riptide Cove Card 8:
    Quartermaster
    Ally B
    Traits:
    Human
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Riptide Cove Card 9:
    Rat Swarm
    Monster B
    Traits:
    Animal
    Swarm
    Elite
    To Defeat:
    Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

    Location #5: Riptide Cove
    At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
    When Closing: Summon and defeat the henchman Riptide Grindylow.
    When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: MotherMyrtle/Redgar, None

    Riptide Cove Card 1:
    Potion of Lucubration
    Item C
    Traits:
    Liquid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 4 Banish this card and choose a character at your location to succeed at a Craft check.

    Riptide Cove Card 2:
    Cloth Armor
    Armor C
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 2 When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Riptide Cove Card 3:
    Pistol
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic To Acquire:
    Dexterity
    Ranged
    Craft 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.

    Riptide Cove Card 4:
    Giant Rock Crab
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Riptide Cove Card 5:
    Coral Capuchin
    Ally 1
    Traits:
    Animal
    Aquatic To Acquire:
    Wisdom
    Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Riptide Cove Card 6:
    Riptide Grindylow
    Henchman 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    To Defeat:
    Combat 11 The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Riptide Cove
    At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
    When Closing: Summon and defeat the henchman Riptide Grindylow.
    When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Riptide Cove Card 1:
    Riptide Grindylow
    Henchman 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    To Defeat:
    Combat 11 The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Cove Card 2:
    Zombie
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9 The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

    Riptide Cove Card 3:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Strength
    Melee 10
    OR Dexterity
    Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Riptide Cove Card 4:
    Pistol +1
    Weapon C
    Traits:
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 8 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 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.

    Riptide Cove Card 5:
    Magic Leather Armor
    Armor B
    Traits:
    Light Armor
    Magic
    Elite To Acquire:
    Constitution
    Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
    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.

    Riptide Cove Card 6:
    Parrot
    Ally B
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

    Riptide Cove Card 7:
    Rosie Cusswell
    Ally 1
    Traits:
    Halfling
    Fighter
    Pirate To Acquire:
    Charisma
    Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Riptide Cove Card 8:
    Tiger Shark
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 11 The Tiger Shark may not be evaded.

    Riptide Cove Card 9:
    Rum Bottle
    Item B
    Traits:
    Object
    Liquid
    Basic To Acquire:
    Constitution
    Fortitude 7
    OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Riptide Cove Card 10:
    Zombie
    Monster B
    Traits:
    Undead
    Zombie
    Basic
    To Defeat:
    Combat 9 The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at your location summons and encounters a Zombie.
    This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
    Location #7: Riptide Cove
    At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
    When Closing: Summon and defeat the henchman Riptide Grindylow.
    When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
    M: 3 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Harsk/Baerlie, None

    Riptide Cove Card 1 (Surgeon):
    Surgeon
    Ally B
    Traits:
    Human
    Surgeon
    Elite To Acquire:
    Charisma
    Diplomacy 6 Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
    Discard this card to explore your location.

    Riptide Cove Card 2:
    Draugr
    Monster C
    Traits:
    Undead
    Aquatic
    Basic
    To Defeat:
    Combat 9 The Draugr is immune to the Mental and Poison traits.
    Before the encounter, succeed at Constitution or Fortitude 7 check or bury a random card from your hand.

    Riptide Cove Card 3:
    Riptide Grindylow
    Henchman 1
    Type: Monster
    Traits:
    Aberration
    Goblin
    Aquatic
    To Defeat:
    Combat 11 The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Cove Card 4:
    Boatswain
    Ally B
    Traits:
    Dwarf
    Pirate
    Basic To Acquire:
    Charisma
    Diplomacy 9 Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Riptide Cove Card 5:
    Crocodile
    Monster B
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, shuffle this card into a random open location, if it came from one.
    This reptile lunges out of the placid water with shocking speed_

    Riptide Cove Card 6:
    Potion of Glibness
    Item B
    Traits:
    Liquid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 4 Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Riptide Cove Card 7:
    Buckler
    Armor B
    Traits:
    Shield
    Basic To Acquire:
    Constitution
    Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Riptide Cove Card 8:
    Constrictor Snake
    Monster B
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
    Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_


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    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    A player just expressed interest in playing in my game. We currently have four players at the moment. Here is a link to that post.

    https://paizo.com/campaigns/v5748p75ivk6s/discussion&page=last


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    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar. 1/4 Elf (Eastern Time)

    Some ground guidelines (not rules, but I encourage you follow them):

    1. Communication Information:
    -Use the Hangouts channel for strategy discussions, rules questions and the like.
    -Use the discussion tab for Scenario rewards and other administrative items.
    -Use the Gameplay tab for start of scenario information, turns and the like.
    -If you’ve played PBP, you should know: it is always a good idea to ctrl-A,ctrl-C to copy your post before clicking Submit. You only have to lose one or two epic posts to the vagaries of the Internet before this becomes a habit.
    -Bookmark your campaign page or this table’s main page so that the tabs display whether there are new posts. If you are using the Paizo campaign tools, then the campaign page is updated to more easily see if you have unread posts.

    2. I will post the locations without cards so you can post starting location and starting hand. Unless you want to change it, the starting player of the next scenario will be the person who is scheduled to go next after the scenario conclusion.

    3. With the exception of the initial post, don’t wait for me to post a scenario update before taking your turn. In general, I prefer to not post updates because they’re gigantic walls of text and get in the way of reading everyone’s great roleplay and what other people did on their turns and what cards they have available. I’ll post an update whenever decks are shuffled, locations are closed, a new page starts up, or if it’s simply just been a while (3-5 turns) when convenient to do so, but don’t expect me to be constantly posting them after every turn. When I do a refresh, I will try to post on the hangouts when starting it and when done.

    4. Use your Notes wisely. The Notes section is a great way to share what cards are available for others to use, or if you have any relevant powers. I encourage you keep it up to date.

    5. Bold actions that involve other players. If you’re using someone else’s card or if someone else at your location is impacted by something you do, bold that action and name that character so they don’t accidentally skip over it when skimming your post.

    One option to help with some of the items above is to maintain a status sheet and use that (see resources below).

    6. Include check types and difficulty in your dice tags. You should also list the outcome after the die roll; it helps when reading the post to make sure die roller is working as expected and everyone understands reasons for actions. One of these is far more readable than the other, and lets you know at a glance whether or not you succeeded without having to reference the other card: Combat 12: 1d10 + 1d4 + 5 ⇒ (1) + (1) + 5 = 7 Did not defeat Monster vs 1d10 + 1d4 + 5 ⇒ (6) + (2) + 5 = 13

    7. If you are going to be unavailable for an extended period of time, please ensure that your deck handler is linked and available for other players, and provide instructions so that other players can bot your turn. I recommend putting the link in your alias Profile (put it in the Class line, and wrap it in the url tags so it turns into a link -- see "How to format your text" below the reply box for details on how to do that if you aren't sure)

    8. There are no take-backs or retcons, with exception of invalid plays/turns and to a limited extent ignored instructions specified for other players. Use resources wisely, and keep in mind all the resources you and group have available and the other perks you get in Organized Play such as accessory re-rolls and die bumps.

    Things that make gameplay smoother:
    1. If a location is shuffled, you can continue to examine or explore cards in it by rolling a die to see which card you examine/explore. No need to wait on me to post an update first with the shuffled deck.
    2. When encountering a card, be very explicit in what card you are encountering. This helps other players at the same location know where you left off so they don't accidentally encounter the same cards that you just got through and have to re-do their turn.
    3. Use your Notes section to describe any cards or powers that can be used to assist other players on their turns and that you are willing to use. If you post that certain cards are available for use, state what the card does as well and/or make sure the information is available in your deck handler.
    4. When something impacts another player (a power that affects all characters at your location, or you're playing one of their cards), bold that thing so that it stands out (and/or update State Sheet).

    Things that make deck upgrades smoother:
    1. Write a list of your 2-5 most desired deck upgrades, in order, and roll 1d1000 for each of them. Discussing loot distribution in Hangouts helps as well.
    You can also post what you are looking for in your profile and/or Powers list to help people decide what resources to use when handling boons
    2. That will let us look through those lists and see how we can get everyone their #1 preferred upgrade without lots of times lost in back-and-forth. If people are fighting over an upgrade, the d1000 roll is used to determine who gets it (highest roll wins).

    Tools out there:
    Paizo Campaign Tools for Chrome or
    FireFox

    General PbP ACG info Macro Coding to help with postings

    Status Sheet to help with tracking info between BR refreshes
    https://docs.google.com/spreadsheets/d/1hHU2H_cVJOTm_BTrhKu3U3m4dze0OGHwhrB kImQC3fI/edit#gid=0

    Other Resources:
    - [PFSACG] Flaxseed On Deck Adventure Card Guild Lodge
    - Character sheet that adds a few things such as listing cards available in different piles as well as error checking when a card is added that is not in list and way to mark what cards are available for others to use


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    Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)
    wkover - Radovan wrote:

    A fun update: We narrowly avoided a total party kill in our current Cosmic Captive scenario. My Grazzle will have healed 30 cards by scenario's end, including 11 on my upcoming turn.

    So, I would disagree with the person who mentioned that CC might be playable without a dedicated healer. :)

    I wasn't aware how deadly the special is but thought we needed a healer and since I already have 2 I really didn't want to make another one yet. I am so glad I took spell as card feat adding a 2nd cure before starting it up. One character almost died already and healing wasn't going to help much when a monster has BYA bury cards from top of your deck and then discard hand if you don't succeed.


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    Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

    Scenario
    - 0-4B: Dinosaurs

    Loot rolls
    Choice #1 Armor 4: 1d1 + 1000 ⇒ (1) + 1000 = 1001 Stalking Armor (B) -> Steel Ibis Lamellar (3)
    Goblins cheat and are not very good at it.

    Real Roll:
    Why can't I get 1001 on a d1000? oh..sorry.
    Choice #1 Armor 4: 1d1000 ⇒ 563 Stalking Armor (B) -> Steel Ibis Lamellar (3)


    Scenario Reward
    Draw Weapon or Ally from Box
    Choose Ally: 1d26 ⇒ 13 Silver Balladeer. Who would ever want a bard to hang around them. Pass.
    Ally List:

    Number CD Type AD Name
    (In Deck) GF Ally 0 Stankrush
    1 GF Ally 0 Fat Frog
    2 GF Ally 0 Frog
    3 GF Ally 0 Redbutt
    4 GF Ally 0 Reformatorium Servant
    5 GF Ally 0 Snake
    6 GF Ally 0 Spider
    7 GF Ally 0 Spotol
    8 GF Ally 0 Vulture
    9 UE Ally 0 Daggermark Poisoner
    10 UE Ally 0 Fencer
    11 UE Ally 0 Quartermaster
    12 UE Ally 0 Riding Horse
    13 UE Ally 0 Silver Balladeer
    14 GF Ally 1 Wolverine
    15 GF Ally 1 Xoff
    16 UE Ally 1 Majordomo
    17 UE Ally 1 Old Salt
    18 GF Ally 2 Mighty Gugmuff XXXII
    19 GF Ally 2 Rotgut
    20 UE Ally 2 Master Cartman
    21 UE Ally 2 Shy Ratani
    22 GF Ally 3 Kupmuk
    23 GF Ally 3 Lizard
    24 GF Ally 3 Rogue Ape
    25 UE Ally 3 The Viper
    26 UE Ally 3 Valet

    Tier 3.2
    Tier Reward: Power Feat - No choice but Hand Size 8

    Deck Upgrade
    Stalking Armor (B) -> Steel Ibis Lamellar (3)


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    Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

    Ranzak spends several hours conversing with the others in trying to learn what and what not to do. He seems to have the greatest affinity with the lizardman and spent more time with him than others. Time will tell if the goblin is any wiser..

    Used 0-4A scenario reward for skill feat: wis +1

    Skills and Powers:
    SKILLS

    Strength d4 [ ] +1 [ ] +2 [ ] +3
    Dexterity d10 [X] +1 [X] +2 [X] +3
    - Disable: Dexterity +1
    - Stealth: Dexterity + 1
    Constitution d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Fortitude: Constitution + 1
    Intelligence d4
    Wisdom d4 [x] +1 [ ] +2 [ ] +3
    - Survival: Wisdom +3
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: None
    Hand Size: 7 [ ] 8 [ ] 9
    Proficient With: Light Armors / Weapons
    Card List (Starting/Current/Max): W 4/4/6,Sp 1/1/2, Ar 1/2/2 I 4/4/8 Al 1/1/2 Bl 4/5/5 = 17
    POWERS:
    If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
    Add 1d4 ([x]+1) to your check to acquire a boon.
    When you acquire a boon on your turn, roll 1d6; on a ([x]3,) 4, 5, or 6, explore your location.


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    Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

    When Bekah learned she had to keep searching the shipwreck graveyard for the Devil’s Deception and the wheel she showed her displeasure by throwing the first punch at the first mate to start an all out brawl on the ship. It may be logical to find the ship among all the shipwrecks but it is like searching for a needle in a haystack and because the gods are fickle and capricious, fate would not allow under any circumstances to have the ship be found there..but they just might.

    And so it has been 3 days searching the area without finding anything of interest. Celeste stopped by annoying Bekah even more that she was going to hunt down the villain in the fog ridden areas nearby while she and the Thresher continued to search the area for Jalhazar's wheel. Bekah knew the crew were going to go crazy bored with such tedious detail searching; especially with all the excitement they have seen recently. What better way to get the crew riled up and then dressed down afterwards along with punishment for many to swab the deck.


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    Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

    Out of turn hand update. Bekah and Radovan will travel with Celeste when she moves away from Jungle.

    The islands needing to be cleansed get less each day. It has been days since Bekah has seen the Naga Selissa at the Widowmaker's Isle. She was also bemused watching the inebriated Radovan and held her own drinking rum but always made sure to keep her wits about her. She is a good fencer in her own right but clearly Radovan is the better combatant and so learning what she can from him while he was not completely sober was useful in that he didn't even realize he was helping. "One of these days, I will need to take you up on seeing how the rapier Brine's sting against the aggressive merfolk of the area."

    Radovan cleared out most of the dangers at the fort. All that was needed was to deliver the buckler that belonged to the grandfather of the admiral and once that was done the navy immediately sent out several ships to help with the current threat.

    After a brief respite, the Thresher sailed on over to the vast jungle island where even more zombies and giants were found. Celeste was also there dealing with another ship and its pirate crew.

    "I intend to help Grazzle over at Scar Bay. He has reported the area heavily infested with undead. There isn't much more ground for that Naga to go. Celeste, any ideas on where we will find her?"

    Bekah (Tier 3) wrote:

    Hand: Deathbane Light Crossbow +1, Besmara's Tricorne

    Displayed:
    Deck: 14 Discard: 0 Buried: 2
    Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
    Besmara's Tricorne, , Deathbane Light Crossbow +1
    Be sure to confirm before using card Deathbane Light Crossbow +1 and beyond

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 +1 [X] +2 [ ] +3
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    - Fortitude: Constitution + 2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [X] +1 [ ] +2 [ ] +3
    - Arcane: Charisma +1
    - Diplomacy: Charisma +3
    - Divine: Charisma +1

    Favored Card: Your Choice
    Hand Size: 5 [ ] 6
    Proficient With: Light Armors / Weapons

    POWERS:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or a spell to add 1d4 ([X]+1) to a check by another character at your location [X] or your check.
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


    Deck, Discard, Buried:
    Known Top: Shy Ratani
    Middle {Order is not Known}: 1 BoErastil 1 BoSamurai 2 BoSamurai 1 BoMilani Burglar Surgeon Lightning Bolt Rage CatONineTails Rickety Hake
    Recharged: Flaming Scimitar +1, Cure, Fox
    Discard Pile:
    Buried Pile:Banner, Gambeson

    Sea Legs:

    Season of Tapestry’s Tides Reward #3 - Sea Legs
    When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


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    Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

    Fortunately your examines were at other locations..since I was already mid-turn I didn't want to change my actions unless needed to.

    wkover - Radovan wrote:

    This is what my scouting uncovered at the start of Bekah's turn. Reposting here so it doesn't get lost in the gameplay thread:

    - Top 3 cards of Atoll C are Blessing of Sivanah, Lightning Elemental (henchman), and Boatswain.

    - Top 2 cards of Atoll B are Lightning Elemental (henchman) and Dead Man's Chest.

    - Top card of Atoll A is Blessing of the Gods.

    Liberty's Edge

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    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    Howdy all...couple of questions:

    1) When are we planning on resuming Season of the Shackles?
    2)Retrocon I think is scheduled for Jan as signups are about to be opened. Will we be putting this game on hold during that?

    Liberty's Edge

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    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    Examine cards:
    Vizier's Hill Card 1: Echoes of Confusion
    It is now displayed next to Meliski.

    Precinct of Left Eyes Card 1: Malfunctioning Deathtrap
    Attempting DC 4 Perception with Maznar's assistance.

    Untrained Skill Check (Perception) DC 4: 1d4 + 1d4 ⇒ (4) + (3) = 7 Success so not encountered

    Echoes of Confusion:

    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception Charisma Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Meliski looks a little queasy as he mumbles under his breath and starts to head off in a random direction. "I drank ale with my friends. Almost everyone did. Sometimes I had too much ale. Sometimes others did. I liked ale. I still like ale," Meliski said. "I did not drink ale to the point of blacking out, and I never hurt anyone that didn't deserve to be hurt. There is a bright line between drinking ale, which I gladly do and which I fully embrace..." Meliski's words drift off as he heads away from the smoking den.

    Liberty's Edge

    1 person marked this as a favorite.
    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    Meliski looked a little worried that his cousin isn't feeling that great and an idea formed in his head. "You lie down if ya need to Harsk! I am going to check the library to see if Ah can find anything about this mark you encountered." On the way to the library, Meliski encountered a small contingent of soldiers that looked mostly intact save for not having their commander. The platoon looked ashen and one of them said, "He was devoured by a ghoul! It..was...horrible..." One of the younger soldiers regurgitated at the retelling. "Look you sissies...no time to grieve..you need to go help who ya can in this area..Ah have heard about the training you all receive..and you are the best..now prove it!" The men appear to bolster at his words and see what they can do in the area to help. Meliski didn't get too very far in the stacks looking for anything that might help when the gaunt figure cloaked in darkness came rushing at him. Meliski let out a yelp and dove under the creature's legs, rushed around the corner of the large shelves and pushed with his legs and back as hard as he could to cause the stacks to topple on the creature. After the dust cleared, the creature was pinned under one of the large bookcases madly trying to escape. Meliski took up a shelf board and started knocking the creature senseless. "I got a code for you ta break..but first Ah am going to have to break your skull!" Some of the library staff helped as well and the creature finally stopped stirring.

    Liberty's Edge

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    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    A dwarf in well used but clean and quality travelling clothes runs by mumbling under his breath. "Ah am starting to think books can cause trouble as much as any beast! If only that ninja didn't run off...this would have been a lot easier! Bah! Who am Ah fooolin'! Having our wizard run off isn't helpful either."
    The dwarf goes to another small group of people consisting of a female human paladin of Iomedae and 2 other male dwarves that look to be more comfortable hanging out in the forest rather than in cities or mines. "Ah'm glad to see other adventurers have taken up the call to help. With a bit of luck and gumption we can find this code book and turn the tide!" The troupe cautiously approaches and enters the vault as well.

    [ooc]Good luck, Adventurers! Operation Bearded Storm will see what trouble they can muster.


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    Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

    Skizzerz,
    Just noticed that Bekah was recipient of heal from Kasmir rather than Celeste. Since Balazar hasn't taken his turn yet is there any issue with Bekah declining heal and having Celeste receive instead?


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    Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

    Continuation of Turn (Turn 19)
    Cat of Nine Tails DC11: 3d4 + 1d8 + 2 ⇒ (4, 3, 2) + (8) + 2 = 19 Whale is defeated

    Discard Blood Periapt to reduce 1 acid damage from queen. Rolling Fortitude to Recharge.

    Fortitude Check DC6: 1d8 + 2 ⇒ (6) + 2 = 8 Success

    For Brinebrood Queen, bury Fireblade (rage) and recharge Cure (inspire) for 1d10 and 1d4

    Cat of Nine Tails DC13: 3d4 + 1d8 + 2 + 1d10 + 1d4 ⇒ (3, 4, 4) + (1) + 2 + (5) + (4) = 23 Queen is defeated!

    Recharge Rage Spell

    Recharge Rage DC 8: 1d8 + 1 ⇒ (7) + 1 = 8 Success

    Yo Ho Grindylow's is successfully completed!

    The monks had another surprise for Bekah. In the back of the caves, a small whaling ship was stored. The ship needed a bit of work to make seaworthy so they spent all evening working on it. Before dawn and with the cover of night, the monks and Bekah take the ship to shore and attempt to sneak away from the island undetected but was not successful.
    The large whale attempted to ram the boat and one of the monks fell into the water and was engulfed by the beast. Bekah took the harpoon on the boat and waited for the whale to strike again and heaved it at the beast striking it just above its right eye causing it to emit a high pitched squeal before it stopped moving.
    Before the behemoth sank to the bottom of the sea, the queen was upon the boat and capsized it in a fit of rage and splash of acid. Bekah scrambled onto the hull that was upside down in the water and the queen rose out of the water and easily mounted the boat with her mass of writhing tentacles. "You have breathed the last breath for killing my precious pet pitiful Human!" Bekah lunged at the queen with a ferocity never seen before as she screamed at the beast almost as loud as the queen screamed. Bekah then was able to wrap several cords of her scourge around the neck of the aquatic goblinoid creature and got behind her to slowly squeeze her neck until she perishes. "I have many more breaths in me, Hellion. You on the other hand are through!" The surviving monks cheered and grabbed some paddles and helped to steer the boat back to shore.


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    Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

    As Celeste fought the Brinequeen and the largest whale ever seen, other monsters were sent to deal with the rest of the adventuring crew. A huge pillar of water erupted from the depths and attempted to capsize the goblin vessel. Bekah barked orders to the crew and cracked her scourge several times to get them to steer the ship away from the monstrosity and were able to outrun it.

    Able to get away from the magical water beast, the ship sailed to the lagoon near the holy isle for a bit of respite from the caves and rough seas. Search parties were formed to search the isle and at this point the only thing discovered of note was a rotting scroll tube that had the remnants of a scroll but not enough of it remained to learn any magical knowledge from it.


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    Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

    Banner:
    When any character encounters a monster, display this card. While displayed, add 1 to all combat checks. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

    Looks like banner remains from what I can tell.


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    Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

    It is mostly moot since the surgeon is actually AD 1 rather than AD 2. However, the rules appear to support a tier 1 character to get an AD 2 reward from the box. I found rules limiting to character tier but only for conversion of characters from Season 0.

    From guide book pg 10:
    If you are rewarded with a card from the box, instead take a random
    card of the same type from your Class Deck box. The card’s
    adventure deck number cannot be higher than that of the
    scenario you completed. For example, if you just completed a
    scenario in Adventure 2, and the scenario reward was a random
    item from the box, take an item from your Class Deck that has
    an adventure deck number no higher than 2. (If you don’t have
    an appropriate card, you do not receive that reward.) Record the
    rewards you received on your Chronicle sheet.

    Edit: I did find a conflict between pgs 8 and 10 so not sure which one takes precedence. I suppose being able to take a reward higher gives a reason to play a higher tier.

    From pg 8:
    A character can never begin a scenario with any card
    that has an adventure deck number higher than
    her tier.

    Liberty's Edge

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    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    Boon roll after Midwife Crisis: 1d20 ⇒ 1

    A boon! I will take Sea legs and assign to 12789-1002.

    Liberty's Edge

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    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    roll 5 for boon: 1d20 ⇒ 1

    Hoody Hoo! I got a boon! I will select Liberty's Edge and apply to character 1001 Meliski.


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    wkover wrote:

    ...

    After each demo, I'd like to hand out a one-page summary that provides links, suggestions, etc., for someone wanting to start OP. (I think there are community use PACG images that I can appropriate for this purpose?)
    ...
    Finally, if a one-page recruitment/information handout already exists, it would be great if someone could post the link. :)

    I would love to know if there is such a thing as well. I am participating in my first PFSACG game online as well as looking into organizing some games at a local store so such a handout would be very useful.

    I have put together a few links mainly for online use but I also shared and collected a few that I think would be handy.

    Other links

    Some of the links on Paizo I directed a few to include the rule book, the PFSACG guide, deck lists and character sheets. Errata for different sets could be useful as well (including the different sets of errata for the 2 different printings of RotRL). Also, if any players get hooked enough to buy their own sets to play the Adventure Path for that sets, folks at Boardgame Geeks have an adventure guide that helps weave a more verbose and compelling story in order to tie the scenarios together.


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    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar. 1/4 Elf (Eastern Time)
    eddiephlash wrote:
    Sounds good! Very excited to try Reiko and to see the other characters in action!

    Looking forward to play this as well and meeting the others as well. I was able to recruit a friend and my brother to play in this. Just to get an idea of where the 3 of us stand, here is some info:

    Zalarian
    Pathfinder Adventure Experience: I recently inherited RotRL with all 6 adventure packs and S&S with half of the adventure packs. I have played the first couple of scenarios of each a few times. Also played the digital version.
    PFSACG Experience: This will be my first time playing in PFSACG. I played Pathfinder RPG organized play many years ago and likely the reason I already had a Paizo account. After just learning about this, I am looking to organize a PFSACG group at a local store and have just begun the process. I have played and organized adventures in older organized play games such as LFR and LG and played both of those online using map and chat tools.
    PBP and Paizo Forum Experience: Only began using forums. Using the aliases and profiles is a new experience me but once started using it it seems pretty cool. I was initially bummed that avatars had to use pre-selected ones and the search capabilities need enhancements but I became a happy camper once I installed the chrome Paizo forum plugin another poster submitted.
    Google Sheet Experience: Have only casually used sheets in the past. Since I am proficient with Excel and programming, I recently did make some tweaks to one of the deck sheets to include changes such as some dupe and error checking of cards.

    TheGreatNateO
    Pathfinder Adventure Experience: He has played several times with me using the sets above and the first couple of scenarios. I believe he also played the digital version.
    PFSACG Experience: This will be his first time playing in PFSACG. He did find the process of finding information scattered as I had to have him sign up at Paizo, download documents from Paizo such as character sheets and card lists, and rules and the like, follow a thread, the Flaxseed document, and learn how to use the sheet program. I spent a session with him to help create his deck as well as using the spreadsheet. I don't believe he has any organized play experience but has played RPGs in the past.
    PBP and Paizo Forum Experience: He recently signed up for this.
    Google Sheet Experience: From what I can tell, has only occasionally used sheets but should be fine.

    Jake_Bloom
    Pathfinder Adventure Experience: He has never played a F2F game od P. He started going through the tutorial on the digital version.
    PFSACG Experience: First for him as well as well as providing him the firehose of information. I also spent a session with him to help create his deck as well as using the spreadsheet. His organized play experience has been limited to only a few times when we played online for LFR.
    PBP and Paizo Forum Experience: He recently signed up for this.
    Google Sheet Experience: From what I can tell, has only occasionally used sheets but should be fine.


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    Parody wrote:

    FWIW: back when we were playing in OutPost I started doing some of my own customizations, ...

    Should anyone want another modded version, I started playing around with the spreadsheet Parody created to learn what Sheets can do and made a few changes. I didn't delve deep into the character creation but did want something to display errors if found. Please note that I am still in the process of refining it, so if one finds it useful and finds a problem, please let me know.

    Deck Handler, Modded by Zalarian

    Changes I have made include the following:


    • Updated card counts to take cards on top into consideration
    • Added warnings when certain fields are being edited
    • Added warnings when dupes or unrecognized cards are found
    • Added a way to easily number cards available for other players to use as well as specify at which point to confirm.
    • Added additional spoilers to show contents of buried, discarded, and the like

    Sample below:

    Meliski wrote:

    Hand: Fox, Cure, Blessing of the Gods 3, Codex, Longspear

    Displayed:
    Deck: 8 Discard: 1 Buried: 1
    Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
    Fox, Codex, Cure, Blessing of the Gods 3
    Be sure to confirm before using card Cure and beyond

    Skills and Powers:
    SKILLS

    Strength d8 [ ] +1 [ ] +2
    Dexterity d6 +1 [] +2 [ ] +3
    - Disable: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2 [ ] +3
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d4 [ ] +1 [ ] +2
    - Arcane: Charisma +1
    - Diplomacy: Charisma +1
    - Divine: Charisma +1

    Favored Card: Your Choice
    Hand Size: 5 [ ] 6
    Proficient With: Light Armors

    POWERS:
    "When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
    it into your deck)
    to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
    "On your first exploration each turn, you may encounter the bottom card of your location
    deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


    Deck:
    Known Top: Lightning Touch Middle {Order is not Known}: Blessing of the Gods 1, Blessing of the Gods 2, Blessing of the Gods 4, Bracers of Protection, Dilettante, Arcane Armor Recharged: Inflict
    Discard Pile:
    Leather Armor
    Buried Pile:
    Burgler

    Liberty's Edge

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    Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

    A young dwarf enters the tavern, leaves his spear by the door and says, "Och! Finally good to get inside and get a mug of ale, my travelling stash ran out the first day..or was it the first hour? No matter, my name is Meliski and I came here to meet up with my cousin Harsk and some wizard. Once we are united together, we will be looking for a few more adventuring types to see what trouble we can find and/or stop.".

    The dwarf sits down and scans around the place looking pretty satisfied with the place.

    "Once this place gets hopping, remind me to sing a song or two I learned from another bard by the name of Zian Stoneshaper."


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    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar. 1/4 Elf (Eastern Time)

    Greetings all!
    I somehow wandered over here by finding the reddit post on the matter and since I have recently played a few of the early RotR and SS scenarios I would try the online version.

    As I am new to this, I must say I was a little confused on using the deck handler sheet reading the instructions. However, once I read the rules document this cleared up quite a bit on how to use the spreadsheet and how to roll dice.

    I have also asked a few folks to try and sign up in the same game so fingers crossed if a few of them decide to join. Looking forward to playing this!