Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
There are three of these cards and four of us who want them. I did take the Ally 2 last time we only had one, so if I have to go without I don't mind too much. I assume there will be more opportunities for each.
I'll take Spell for my bonus card feat.
Actually now that I think about it, if I don't take the spell 2 then I can pick up Charm Animal instead, which would be pretty nice and help us get more ally upgrades in the future as well. I already rolled but I might just pass on deck upgrades.
Flip Blessing of Hshurha, then explore the Chapel.
Devilfish:
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10
If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.
I'll display Aspect of the Hawk and attack with Survival. It's a spell with the Divine trait so I'll also draw a card: Snow Leopard.
Combat 10:1d8 + 5 + 1d6 + 2 ⇒ (4) + 5 + (2) + 2 = 13 The 2 becomes a 1, but it's still enough to defeat.
A nasty fish tries to snatch a bite, but Zova shifts into the form of a hawk and tears it apart with her talons. She looks around for more enemies to fight.
Discard Thylacine to explore.
Giffer Tibbs:
Ally B
Traits:
Gnome
Pirate
To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Charisma 6:1d6 ⇒ 6
A gnome sporting a fine hat waves from a short distance and calls something out. Zova shrieks her hawkish call in response, and somehow he gets the message and comes over to join them. She is a little taken aback that it actually worked.
Discard Giffer Tibbs to explore again.
Vine Choker:
Monster 1
Traits:
Aberration
Plant
Elite
To Defeat:
Combat 10
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
Dexterity 8:1d8 ⇒ 5
A vicious plant rises up from the ground and tries to strangle her. Zova briefly drops out of hawk form and instead goes to stab the vines with her spear, asking a nearby gecko to add a small burst of flame to assist. Reveal spear to attack with Survival, and gecko to add 1d4.
The plant is incinerated and Zova keeps digging further into the chapel.
Discard Wolverine to explore.
Lookout Duty:
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.
Examine the top card of the location: Magic Weapon.
Peering ahead with her keen hawk eyes, Zova spots a scroll that looks useful, perhaps. She instructs a nearby creature to go retrieve it for her.
Discard Snow Leopard to explore and encounter it.
Magic Weapon:
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Wisdom 4:1d8 + 2 ⇒ (1) + 2 = 3
Unfortunately, the big cat brings it back in her mouth and the slobber has soaked through the parchment. The magic has become useless. Zova lands and takes a few moments to preen her feathers.
To end my turn I'll recharge Aspect of the Hawk, and reveal Cloud Puff to draw up to 8.
Zova wrote:
Hand: Fire Gecko, Aspect of the Mouse, Aspect of the Frog, Cloud Puff, Thylacine, Raven, Svingli's Eye, Blessing of the Green Faith
Displayed: Deck: 10 Discard: 1 Buried: 0
Notes: Free to use: Blessing for anyone; Cloud Puff avoids BYA/AYA at my location; Svingli's Eye can aid any check on a ship.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
Svingli's Eye:
Loot 2
Type: Item
Traits: Tool Magic
To Acquire:
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead.
After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.
Zova stabs all the crabs that come near her, and then looks around. All the mundane dangers have been dealt with, but the mysterious curse remains. The time has come to confront it.
My turn: flip Blessing of Gozreh. Explore Holy Isle.
Curse of the Deep:
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.
I'll recharge Raven to add my Survival skill to the check.
It's the last card, so the curse is displayed by the scenario. To make sure I can get the closing check, I'll discard my blessing and recharge Fox as well for the extra d4.
Wisdom 7:2d8 + 1 + 1d4 ⇒ (8, 5) + 1 + (2) = 16
Location is closed, so I'll recharge both blessings from my discard.
Zova knows she is uniquely positioned to purify the environment here. She focuses intently and performs a brief ritual to lift the curse. After a few minutes pass she is confident that she has succeeded and stands with a lightened heart, ready to press on.
I'll end my turn there, and reveal Angelstep to draw up to 8 cards.
Zova wrote:
Hand: Fire Gecko, Wolverine, Svingli's Eye, Cloud Puff, Aspect of the Hawk, Angelstep, Wendifisa Spear, Thylacine
Displayed: Deck: 10 Discard: 0 Buried: 0
Notes: Free to use: Angelstep heals 1d4+1 at my location; Cloud Puff avoids BYA/AYA at my location; Svingli's Eye can assist any check on a ship, details pasted below.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
Svingli's Eye:
Loot 2
Type: Item
Traits: Tool Magic
To Acquire:
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead.
After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.
Recharge Blessing of the Green Faith for Celeste. I'll automatically fail the barrier check myself, but explore again thanks to the location power.
Curse of the Deep:
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.
Even if I defeat this barrier it's just going to shuffle back in anyway, so I'm going to display Aspect of the Frog, and then recharge Arboreal Armor to evade the encounter. Too bad it's not an obstacle or a trap, or I could have put it on the bottom of the deck.
Zova admires Celeste's shiny new pearl for a few moments, but then feels a sinking sensation that something horrible is about to happen. Before the whatever-it-is has a chance to take effect, Zova shifts into the form of a frog and leaps away, guiding her teammates deeper onto the island. They should get what they came here for quickly and leave.
To end my turn I'll recharge Aspect of the Frog and then reveal Angelstep to draw up to 8 cards.
Zova wrote:
Hand: Fox, Raven, Blessing of Kelizandri, Cloud Puff, Aspect of the Hawk, Angelstep, Wendifisa Spear, Thylacine
Displayed: Deck: 9 Discard: 1 Buried: 0
Notes: Free to use: Angelstep heals 1d4+1 at my location; Cloud Puff at my location; Fox 1d4 to any Int/Wis check; Blessing if it recharges or for the curse.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
I forgot to say I traded out Compass for Svingli's Eye for the scenario.
Under Blessing of the Gods
Zova cautiously steps onto the island and starts to look around for signs of this curse.
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.
She feels nothing but divine favor on the blessed island. "See, nothing to worry about!" Filled with confidence, she presses onward. Discard that blessing to explore again.
Treasure Hunt:
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
Zova gathers up the few things she collected and follows Koren to the Merchant Marina, wondering if there are any more useful items to scavenge.
Pirate Shade Haunt:
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
But before she even has a chance to look around, another haunt manifests around her.
I think I'll go ahead and attempt the close. I'll discard my blessing, and ask Koren to discard the top of his deck for an extra d6.
Charisma 6+2=8:3d6 ⇒ (3, 4, 6) = 13
I'll summon the henchman, but I don't actually need to fight him so I will display Aspect of the Mouse and then recharge Cloud Puff to evade him.
Knuckles Grype:
Monster Henchman 2
Traits:
Human
Fighter
Pirate
To Defeat:
Combat 17
If undefeated, Knuckles Grype deals no damage; banish an armor or bury the top 1d4+1 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Zova somehow talks the spirit down, but just as she's doing so she gets a familiar sinking feeling of being watched. She quickly shifts her form to a tiny mouse and dashes away into a darkened corner where the nasty pirate won't find her.
The location is closed, so I discard my Arboreal Armor. Koren also needs to discard something. Last I'll use Angelstep to heal myself.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
On Koren's turn: recharge Blessing of the Green Faith
My turn: flip Blessing of Pharasma, and explore Seaside Warehouse
Zova greets Koren and Yoon as they arrive, and shows them where she's collecting the small pile of useful items.
Boarding Axe:
Weapon C
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Strength 6:1d6 ⇒ 3
There's also an axe nearby, but its handle is nearly rotted away in the sea air. Zova leaves it for future scavengers. Discard Thylacine to explore again.
Pirate Shade Haunt:
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Suddenly a spectral form rises from behind a pile of crates. A pirate from beyond the grave wishes to defend his treasure. Zova dodges away from the haunt's outstretched arm, though she feels an unnatural heaviness.
Display the haunt next to my character, and I'll recharge Snow Leopard to add Survival to the check to close.
I'll collect the cards stashed at the location: Pepperbox, Liquid Ice, and Benevolent Buckler. Then summon Knuckles Grype.
Knuckles Grype:
Monster Henchman 2
Traits:
Human
Fighter
Pirate
To Defeat:
Combat 17
If undefeated, Knuckles Grype deals no damage; banish an armor or bury the top 1d4+1 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
For the combat check I'm going to bury the Pepperbox and the Liquid Ice (since I don't intend to actually use it), and recharge Fox to add my Survival skill, and reveal Fire Gecko for an extra d4.
Another pirate leaps out of a corner, a very living one this time. In the process of stashing the new weapon, Zova lifts it and peppers the pirate with several consecutive shots. It's enough.
To end my turn I'll discard the Benevolent Buckler, then draw up to 7.
Zova wrote:
Hand: Wendifisa Spear, Fire Gecko, Aspect of the Mouse, Arboreal Armor, Blessing of Kelizandri, Angelstep, Cloud Puff
Displayed: Pirate Shade Haunt
Deck: 6 Discard: 4 Buried: 2
Notes: Free to use: Cloud Puff at my location; Blessing if it recharges, or for a location close; Angelstep to heal 1d4+1 at my location
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
Flip Blessing of Milani. Move to the Seaside Warehouse.
Tired of the chatting and mingling in this village, Zova strikes out on her own to look for one of the spirits.
Pepperbox:
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. 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.
I'll recharge Aspect of the Frog to add my Survival skill.
Dexterity 9:1d8 + 1d8 + 5 ⇒ (1) + (7) + 5 = 13Pepperbox goes under the location card.
She notices a useful firearm similar to one she picked up before, and carefully stashes it in a safe place, out of the way while she looks around some more. Discard Compass to explore again.
Eye Patch:
Item C
Traits:
Accessory
Swashbuckling
Basic
To Acquire:
Charisma
Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Dexterity 5:1d8 ⇒ 2
There's an eyepatch but its string has come unattached so it won't stay put on anyone's head. It's no good like this so she drops it in the dirt. Discard Blessing of the Ancients to examine and explore.
Liquid Ice:
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
I'll recharge my Raven to add a d10.
Intelligence 9:1d6 + 1d10 ⇒ (4) + (9) = 13Also gets stashed at the location.
There is a vial of some strange liquid. Zova almost tosses it aside, but at the last moment she catches a whiff of frigid polar wind, and realizes that it is something quite valuable. She adds it to the pile next to the firearm.
I'll end my turn there. Reset back to 7, and reveal Cloud Puff to increase hand size to 8.
Zova wrote:
Hand: Wendifisa Spear, Fire Gecko, Blessing of the Green Faith, Arboreal Armor, Snow Leopard, Fox, Cloud Puff, Thylacine
Displayed: Deck: 6 Discard: 2 Buried: 0
Notes: Free to use: Fox 1d4 any Int/Wis check; Snow leopard 1d4 any combat check; Cloud Puff at my location; Blessing always recharges
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
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.
Suddenly she hears a crunching sound, and cries from belowdecks. She hurries down to find that water is pouring in through a small hole in the hull.
Recharge Aspect of the Frog to add my Survival to the Constitution check.
Constitution 7:1d8 + 1d8 + 5 ⇒ (6) + (5) + 5 = 16
Discard Blessing of the Ancients to explore again.
Pepperbox:
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. 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.
I'll recharge Fox to add Survival to the check.
Dexterity 9:1d8 + 1d8 + 5 ⇒ (8) + (5) + 5 = 18
Having patched the hole and stopped the influx of water, Zova notices a firearm sitting in the corner. She picks it up before it can get waterlogged.
Discard Blessing of the Green Faith to explore again.
Bull Shark:
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.
I'm regretting that last explore a little. I'll ask that Lem recharge something and discard Blessing of Besmara.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
Zova notices a brawl breaking out on the ship's deck. Just as a sailor is about to whack her, she quickly shifts into a raven to agilely fly out of danger.
Celeste's turn: Bucket Brigade. I'll recharge Fire Gecko to add 1d4.
Fortitude 6:1d8 + 1 + 1d4 ⇒ (7) + 1 + (4) = 12
Zova and her fire gecko assist by plunging directly into the flames to dump buckets of water at the source. They come out unscathed.
My turn: flip Pirate Shade Haunt (again). I'll recharge Cloud Puff from my hand and Thylacine from my discard.
SOT Survival 5:1d8 + 5 ⇒ (4) + 5 = 9
Next card at Shipwreck Graveyard, reroll a 3:1d6 + 1 ⇒ (4) + 1 = 5
Sea Devil:
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
The sea devil returns to strike a second blow! Furious that the creature finds her such an easy target, Zova shifts into a hawk to bring it down once and for all.
I'll display Aspect of the Hawk and then attack using Dexterity, and recharge Aspect of the Mouse to add my Survival skill.
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.
I'll discard my Blessing of Kelizandri to help the check.
Wisdom 6:2d8 + 2 ⇒ (6, 6) + 2 = 14
Location closed!
Structural damage:1d4 ⇒ 2
I'll discard the newly acquired Aid, and Lem will discard Sailor as per hangout discussion.
Recharge Compass to move to the Fringes of the Eye and examine the top card: The Matron ! End of turn, recharge Aspect of the Hawk and reset hand back to 7.
Zova wrote:
Hand: Aspect of the Frog, Wendifisa Spear, Raven, Fox, Angelstep, Blessing of the Ancients, Blessing of the Green Faith
Displayed: Deck: 6 Discard: 3 Buried: 1
Notes: Blessings are available. Fox adds 1d4 any Int/Wis check. Angelstep can heal anyone at my location.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
I auto-fail the treasure hunt. Since the barrier has been defeated, I'll continue. Discard Thylacine to explore again.
Sea Devil:
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Wendifisa Spear and attack using Survival. Difficulty is reduced by 2 thanks to Sea Fort power.
... This shipwreck graveyard is destroying me. I discard the top card of my deck (Snow Leopard), and I'll bury my Erutaki Coat rather than discard my entire hand. I'll end my turn and reset hand to 7.
Zova sees another merfolk devil rising from the waves. She tries to stab it with her spear, but misses and instead injures her snow leopard companion. Filled with remorse, she halts exploration for the moment.
Zova wrote:
Hand: Aspect of the Hawk, Wendifisa Spear, Blessing of Kelizandri, Aspect of the Mouse, Cloud Puff, Fire Gecko, Compass
Displayed: Deck: 6 Discard: 2 Buried: 1
Notes: Blessing is available, especially if it recharges. Cloud Puff free to use at my location.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
Flip a Pirate Shade Haunt from the blessings deck. I have nothing in my discard, so that part is a waste. I'll recharge the Blessing of the Ancients from my hand.
SOT Survival 6:1d8 + 5 ⇒ (8) + 5 = 13
Zova continues to guide their vessel around the shipwreck graveyard in Celeste's company.
Treasure Hunt:
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
After all the practice they've had recently, Zova has no trouble steering the Feathered Devil around dangerous waters.
SOT Survival:1d8 + 5 ⇒ (1) + 5 = 6
Free explore
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.
I'll use Strength to attack, and recharge Raven to add my Survival skill + 1. Also reveal Fire Gecko to add 1d4 and Fire.
Unfortunately she's so focused on navigation that she doesn't notice the more mundane dangers of a hired knife in her back until it's too late. By the time she whirls around, he's already gone.
Boo! I discard the Fire Gecko, Aspect of the Mouse, and Blessing of Kelizandri. Then discard Blessing of the Ancients to examine and explore and hopefully make something of this turn.
Next card:1d10 ⇒ 8
Emerald of Dexterity:
Item B
Traits:
Object
Magic
To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
Dexterity 7:1d8 ⇒ 3
She bends over and picks up a bauble that the man must have dropped, but it doesn't look actually valuable, so Zova tosses it aside.
I'd like to get a couple of those cards back so I'll bury Angelstep to heal.
Angelstep healing:1d4 + 1 ⇒ (4) + 1 = 5 Everything in discard shuffles back in. Then I'll recharge my Fox to aid the recharge check.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
I plan to stay at this location as long as it's open so I can try to temp close if anybody runs into a villain. Shipwreck Graveyard is shuffled.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([X] or to evade your encounter).
Celeste's turn: draw a card (Blessing of the Green Faith)
My turn: flip Blessing of Pharasma. Move to the Raker Shoals and explore to encounter the villain.
Zova looks around at her teammates. They have steers clear of every shipwreak blocking their path. The time has come for a final reckoning with that undead pirate captain.
Whalebone Pilk:
Villain 2
Type: Monster
Traits:
Undead
Captain
Pirate
To Defeat:
Combat 17
THEN Strength
Divine 12
Whalebone Pilk in immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Then summon and encounter the ship Deathknell.
If Whalebone Pilk is not the only card in a location deck, he is undefeated.
I will use Cloud Puff to avoid the BYA check and not summon the Deathknell.
I'll have Lem use the Silver Flute to help all checks this turn, and Koren play Judgement Light to add 1d8 for the combat check. I will display Aspect of the Hawk and then attack using Dexterity (1d8+1d6+2), discard my Compass to add another d6, and then recharge Snow Leopard to add my Survival skill (1d8+5). I also get a d4 for the adventure reward against an undead bane.
Lem can auto-succeed at the Divine check, and then the villain is the only card left in the location deck, so he is defeated. We win!
Zova lets out a raptor's scream as she shifts into a hawk and plunges at the pirate. They have met far too many undead pirates. Maybe if she can take this one out, they'll be done with them at last! Fueled by the support of her comrades, Zova uses her airborne advantage well and claims victory.
Under Blessing of Achaecheck: SOT structural damage; I will recharge Master-at-Arms to reduce it to zero. Explore the Raker Shoals.
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.
Intelligence 4:1d6 ⇒ 6
Zova feels as though they are closing in on the leader of the pirates, and pulls out a set of unnaturally heavy armor. When she discovers a scroll of protective magic she holds onto it, rather than tossing it aside as she might normally have done.
Discard Blessing of the Ancients to examine the location and explore.
Cutlass:
Weapon B
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.
Strength 6:1d6 ⇒ 3
Her suspicions are confirmed when Zova notices a pirate-like weapon sitting unattended nearby. It is entirely too suspicious - probably cursed - so she leaves it alone.
Discard Thylacine to explore again.
Shipwreck:
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
A ship was wrecked here; unsurprising given the dangerous nature of these waters. Zova expertly guides them past safely, but doing so points their bow directly at a large cliff that she didn't notice until just now. "Brace for impact!" she shouts to the crew.
Closing the location deals 4 structural damage. I will recharge Fire Gecko, and discard Chain Mail and Arcane Armor since they're pretty useless for me. Lem can discard one card according to Hangout chat.
I'll examine the top card of Shipwreck Graveyard: it's a Shipwreck.
Plunder to add to my hand:1d6 ⇒ 5Ally
Snow Leopard:
Ally C
Traits:
Animal
Elite
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.
Isn't that nice :)
Location is closed... except the Villain is here!
Zova is congratulating herself on a job well done, when she catches sight of the undead captain lurking nearby, just waiting to pounce on them. He was here after all! She escapes to safety.
I will discard my Wendifisa Spear to move back to Windward Isle and bring everyone with me. I draw my Compass, and Lem and Koren can each draw a card if they wish to. End my turn with a reset back to 7, and I'll reveal Cloud Puff to make it count as 8.
Zova wrote:
Hand: Snow Leopard 2, Compass, Desna's Star, Fox, Aspect of the Hawk, Erutaki Coat, Aspect of the Mouse, Cloud Puff
Displayed: Deck: 6 Discard: 6 Buried: 0
Notes: Fox adds 1d4 to an Int/Wis check. Anyone at my location can use Cloud Puff, but maybe save it for the villain fight?
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
Before turn: recharge Blessing of the Green Faith for Yoon.
Under Blessing of Gorum
Zova cheerfully greets her allies as they arrive, first Yoon and then Lem and Koren. "Here, take this scroll," she says. "I'd hate to waste it."
Give Cure to Lem - or Koren, but it probably makes more sense in Lem's hand so it can be recharged or used as needed. Then I'll explore the Tower.
Weapon B:
Traits:
Polearm
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Strength 6:1d6 ⇒ 4
She notices some kind of stick leaning against one wall, but it's mostly rotted through so she doesn't give it another glance. Discard Blessing of Kelizandri to explore again.
Shipwreck:
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
I'll recharge Aspect of the Frog to add my Survival skill.
She recognizes the danger of another stranded ship, and shifts into a frog to leap out of danger in time.
Plunder:1d6 ⇒ 6 Player's choice! I'll take an Ally.
Master-at-Arms:
Ally C
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Examine the top card of the Shipwreck Graveyard: Pirate Hunting.
Now I attempt to close the location: recharge Snow Leopard to add my Survival skill.
She notices a stranded pirate clinging to a piece of driftwood, and diverts her path enough to lead him to safety. Then she quietly creeps away before any more pirates, friendly or not, notice that they're there.
End turn: draw up to 7. I'll examine the top two cards of the blessing deck: they're both Blessing of Sivanah so it doesn't matter.
Zova wrote:
Hand: Fire Gecko, Master-at-Arms, Blessing of the Ancients, Raven, Thylacine, Erutaki Coat, Wendifisa Spear
Displayed: Deck: 10 Discard: 1 Buried: 0
Notes: Feel free to use the blessing, especially if it recharges. I'll move with the ship to any location except Raker Shoals.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Zova begins her search by sailing carefully into a fog-shrouded area. No wonder ships become wrecked in this place. Suddenly out of the mists an enormous aquatic creature lunges out. Zova swiftly shifts into an air-borne form to avoid its attack and strike out herself.
Display Aspect of the Hawk, then attack with Survival.
Recharge Blessing of the Ancients to examine... Magic Weapon, which triggers the location to shuffle. Then explore again.
Zova thinks she sees a scroll case bobbing along on the water, but then the fog shifts and it's gone. Perhaps it was an illusion.
Next card:1d9 + 1 ⇒ (7) + 1 = 8
Shipwreck:
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
I'll recharge Raven to add my Survival skill to the Fortitude check.
Out of nowhere, the bow of a stranded ship surges out of the mist. Zova braces herself and manages to withstand the blow, and steers them out of danger.
Plunder:1d6 ⇒ 3Armor. Add to hand:
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.
Examine top card of the Shipwreck Graveyard: Frostbite. I'll leave it on top, I guess.
I close the location by recharging my current hand of 5 cards, then draw 5 new ones.
Zova wrote:
Hand: Fire Gecko, Fox, Desna's Star, Blessing of the Green Faith, Compass
Displayed: Aspect of the Hawk,
Deck: 11 Discard: 0 Buried: 0
Notes:
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
Since I drew my Compass, I'll recharge it to move to the Tower and examine the top card: Cure. Discard the Fox to encounter it.
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.
Wisdom 6:1d8 + 2 ⇒ (4) + 2 = 6
End my turn: recharge Desna's Star to recharge the Fox from discard, and then recharge my Aspect of the Hawk, and reset hand to 7.
Zova wrote:
Hand: Fire Gecko, Cure, Aspect of the Mouse, Blessing of the Green Faith, Blessing of Kelizandri, Aspect of the Frog, Snow Leopard
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Feel free to use the blessings (Kelizandri for two dice vs. Aquatic trait). Snow leopard adds 1d4 to any combat check.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
I might be interested in the Totem Necklace loot, only because I don't have many items I care about anyway and sometimes it's nice to get thematically-appropriate cards from the box. But if anybody else wants it, go ahead.
Skill feat: I'm torn but I guess I'll boost Wisdom again.
Zova takes one last look around Lonely Island. Having cleared it of evil influences, it looks like it would make a good home for one of her creatures. She bids farewell to her reptile friend and sets him loose.
Banish dwarf caiman to close the location. Draw and recharge...
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.
Not helpful for upgrades, and yet oddly appropriate.
A baby turtle comes crawling up to the shore as they’re preparing to leave, and Zova lets him come along.
End turn, reset back to 7.
Zova wrote:
Hand: Fire Gecko, Cloud Puff, Aspect of the Hawk, Snow Leopard, Fox, Erutaki Coat, Wendifisa Spear
Displayed: Deck: 8 Discard: 1 Buried: 1
Notes: Anyone can use Snow leopard for 1d4 to any combat check, Fox for 1d4 to any Int/Wis check.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
It is the Hour of Gozreh. Gozreh wills that I close this location. I'll do my best.
Zova cheerfully greets her companions as they join her at the swamp, and then proceed to save the ship from sinking and make a new friend. She heeds Lem's warning that a strong enemy is nearby, and prepares herself for battle.
Sea Devil:
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
I'll reveal my spear to attack with survival, and the gecko to add 1d4.
To prepare for the closing check, I'll display Aspect of the Frog to add 1d6 for Constitution checks. Then reveal Erutaki coat to add 1, and Dwarf Caiman to add another 1d6.
Zova strikes down the evil mer-creature as swiftly as the other beasts of the sea, and then shifts into the form of a frog so she can dive in between tree roots and sea-water and make sure everything has been taken care of in the swamp.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
Before my turn: recharge Blessing of the Green Faith for Koren. Auto-fail the Treasure Hunt.
This turn: under Blessing of Achaekek again. Explore the Mangrove Swamp.
Becalmed:
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Just as she feared, the wind suddenly dies down, but Zova manages to eke every bit of wind power out of the slight breeze and gets them out of the dangerous calm.
Explore again from the location power.
Tiger Shark:
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.
Reveal spear to attack with Survival, and reveal Fire Gecko to add 1d4 and Fire.
Zova suddenly realizes a shark is circling the ship. Has it been following her since the brief trip to Shark Island? She stabs at it with her spear, and the gecko at her side chips in by spitting a burst of flame.
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.
I'll display Aspect of the Mouse and then use it to add 1d6 to my non-combat Dexterity check (since I don't really need that card in my hand right now anyway).
Dexterity 6:1d8 + 1d6 ⇒ (8) + (3) = 11
There's a glint of something metallic stuck between two of the mangrove roots, and Zova shifts into the delicate form of a mouse to creep into that place. She quickly pulls it out, and realizes she has obtained a gun.
Discard Blessing of Kelizandri to explore again.
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.
Abruptly she comes face to face with a much larger cousin... and then another, and another. She pulls the trigger of the gun and fires blindly into the swarm.
I don't actually want this gun in my hand, so I'll bury it to attack and reveal Fire Gecko to add another d4.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
I've cycled through my entire deck now. I won't draw any more blessings for a while until I get through it again.
Zova hears a report from Celeste, who has scouted a pirate skulking about a nearby island. She moves to intercept.
Scalawag:
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.
I'll bury my Cloud Puff to ignore the BYA power. Then reveal Wendifisa Spear to attack with Survival, and recharge Fox to add 1d4.
The miscreant tries to make off with her fox friend, but Zova tosses dust in the man's eyes to confuse him and stabs with her spear. The fox nips at his heels in revenge.
I automatically make the Survival check to recharge Cloud Puff. Discard Blessing of the Ancients to examine and explore again.
Saltwater Ogre:
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Zova's eyes widen as a massive form rises out of the water. They come that big, do they?! She anxiously lifts her spear and prepares to heave it at the ogre.
This time I'll use the spear to attack with Strength, and recharge Raven to add my Survival skill.
The spear cleanly pierces his heart and the creature dies in one blow. Zova goes to retrieve her weapon, but notices a frothing in the water all around. The sharks are starting to gather, drawn by the blood in the water no doubt. She navigates to safety.
Recharge Compass to move back to Mangrove Swamp and examine the top card: Becalmed.
She looks to the sails, and gets a sinking feeling that the wind is gradually dying down. Will they be stuck here? She's struck by a sudden fear that she'll never see home again.
To end my turn, recharge Desna's Star to recharge the blessing from my discard. Then reset my hand back to 7.
Zova wrote:
Hand: Fire Gecko, Aspect of the Mouse, Aspect of the Hawk, Blessing of Kelizandri, Blessing of the Green Faith, Erutaki Coat, Wendifisa Spear
Displayed: Deck: 9 Discard: 0 Buried: 0
Notes: Blessings are available if you need them.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
Hah! Yeah, the Wormwood doesn't look like a good choice for a ship this scenario.
For Ally 1 I will replace my Frilled Lizard with a Fire Gecko.
In general if someone is at my location then I will move with them, unless it's to a location with a nasty start-of-turn effect. I do think like Koren we're more likely to be spread out for this scenario.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
My turn probably won't change from Celeste's outcome, so I'll go on ahead. Top blessing: Blessing of Abadar. Move to Scar Bay #6 and explore.
Zova takes control of the ship and sails back to the Pathfinder Graveyard. Maybe the tide of undead has died back a little as they have fought off so many already.
Pirate Shade Haunt:
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Display the haunt, and attempt to close the location.
Adding up the bonuses I have: discard my blessing, along with one from Yoon and one from Lem (Abadar would recharge). Also display Lem's flute and have him recharge another card for good measure.
A restless spirit suddenly appears off the port bow. It sends a wave of fear through the entire crew, but Zova sees the end goal in sight, and she steers the ship for all she's worth. Although pummeled by the haunt and by the remaining undead creatures, she finds the clear path at last. Has the rift been closed? She holds her breath in suspense...
On Celeste's turn: recharge Blessing of the Green Faith.
This turn: flip a Blessing of Cayden Cailean. Free explore at location 6.
Bunyip:
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal. Wherever you find large bodies of water, you might find bunyips.
BYA Wisdom 9:1d8 + 1 ⇒ (6) + 1 = 7Difficulty +1 for the rest of the turn.
Display Aspect of the Hawk, and use Survival for combat. Combat 9+1=10:1d8 + 4 + 1d6 + 1 ⇒ (7) + 4 + (4) + 1 = 16
A bunyip releases a tremendous roar just off the bow of the ship. Zova winces, feeling physical pain at the sound, and then shifts into a hawk to slash at the creature.
Discard Dwarf caiman to explore again.
Crocodile:
Monster C
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.
I will use Dexterity to attack with Aspect of the Hawk, and then recharge Aspect of the Mouse to add my Survival skill as well.
Her dwarf caiman suddenly takes off running, and Zova quickly discovers why when its large cousin the crocodile comes bursting out of the water. Zova takes a few moments to admire its powerful form, before striking it down as well.
End of turn, recharge Aspect of the Hawk, and reset hand to 7.
Random monster to:1d5 + 1 ⇒ (5) + 1 = 6
Zova wrote:
Hand: Wendifisa Spear, Coral Capuchin, Cloud Puff, Erutaki Coat, Aspect of the Frog, Desna's Star, Blessing of Kelizandri
Displayed: Deck: 7 Discard: 3 Buried: 0
Notes: Anyone at my location can use Cloud Puff to ignore BYA/AYA powers. Blessing adds 2 dice vs. Aquatic trait.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
Before turn: recharge Blessing of the Ancients for Yoon.
This turn: flip Blessing of Sivanah. I'll give the Rum Bottle to Lem, then explore Scar Bay #5.
Zova hands over the alcoholic beverage to the halfling. Maybe he will be better at making friends and influencing people. Then she looks around for more undead to fight.
Sea Hag:
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Auto-fail the BYA check. Reveal my spear to fight.
A creepy hag ghoul rises out of the sea, but Zova shoves her back down with the tip of the spear. Discard Snow Leopard to explore again.
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.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
This turn: Blessing of the Gods. Free explore Scar Bay #4.
Treasure Hunt:
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
I'll recharge my lizard and raven to have a chance to defeat this.
Intelligence 7:1d6 + 2d4 ⇒ (4) + (4, 4) = 12
My random item:
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.
I made the check so it's defeated, but everyone else can attempt it as well. I will keep the rum bottle for now but might hand it off to Lem or discard on my next turn if I don't find a use for it.
End of turn, draw back up to 7. Random monster goes to:1d5 + 1 ⇒ (5) + 1 = 6the cursed bay #6
Zova wrote:
Hand: Wendifisa Spear, Rum Bottle, Aspect of the Hawk, Erutaki Coat, Blessing of the Ancients, Snow Leopard, Aspect of the Mouse
Displayed: Deck: 10 Discard: 1 Buried: 0
Notes: Snow leopard adds 1d4 to any combat check. Rum bottle 1d10 for a local pirate ally. Blessing is available.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
Zova hears from Celeste that there is an interesting creature scampering around, so she steers toward the Fringes of the Eye to look into it. Lem's note says he will follow; other characters can move too if they choose.
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.
Reveal Erutaki coat to add 1 to my Survival check.
Survival 6:1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
She quickly tames the little fellow and has him sitting on her shoulder before long. Discard Compass to explore again.
Goose in the Rigging:
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Ugh, not this barrier again. I'll use Cloud Puff to avoid the BYA power; I will auto-succeed at the Survival 5 check to recharge after this encounter. First I'll recharge both of my allies and discard Blessing of Kelizandri as well.
Another silly goose has gotten itself tangled up. Zova directs the clever capuchin and the stalwart caiman to help as she climbs up and tries to undo the ropes so it can escape.
Together they manage to get it out. "And stay away from our ship next time!" she calls after it.
At the end of my turn, recharge Desna's Star to recharge the blessing from my discard. Random monster gets added to:1d5 + 1 ⇒ (5) + 1 = 6location #6.
Reset my hand back to 7.
Zova wrote:
Hand: Wendifisa Spear, Raven, Frilled Lizard, Erutaki Coat, Fox, Snow Leopard, Aspect of the Mouse
Displayed: Deck: 9 Discard: 1 Buried: 0
Notes: Fox adds 1d4 to any Int/Wis check. Snow leopard 1d4 to any combat check. I will move if anyone sails from this location.
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).
Favored Card: Card that has the Animal trait
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 ([ ] or 1 or 9).
Proficient with: Light Armors
Powers:
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add ([ ] twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration ([ ] or to evade your encounter).