Pathfinder Adventure Card Game: Skull & Shackles Adventure Deck 2 – Raiders of the Fever Sea
Pathfinder Adventure Card Game: Skull & Shackles Adventure Deck 2 – Raiders of the Fever Sea Rulebook
Table of Contents
Table of Contents
The Adventure
Raiders of the Fever Sea
Adventure 2
Complete these scenarios, in this order:
- Give the Devil His Due
- The Toll of the Bell
- Attack on Rickety's Squibs
- The Lady's Favor
- The Secret of Mancatcher Cove
Reward: Each character gains a card feat. Gain a Class 2 ship feat.
Scenarios
Give the Devil His Due
Scenario 2
Villain: Gortus Svard
Henchmen: Enemy Ships
During this scenario: Display the ships Sea Chanty and Devil's Pallor next to this card. Put a number of plunder cards under the Sea Chanty equal to 14 minus the number of locations.
After your move step, move these two ships to random open locations. If they are at the same location at the end of the turn, banish 1 plunder card from the Sea Chanty.
When you would encounter a ship, instead move the Devil's Pallor to your location and encounter it.
Reward: Gain all the plunder cards under the Sea Chanty.
The Toll of the Bell
Scenario 2
Villain: Whalebone Pilk
Henchmen: The Ancient Mariner, 1 Scurvy Zombie per character
During this scenario: Add 2 allies per player to the Fog Bank. Add 2 monsters per player to Scar Bay. Shuffle the villain and henchman into a stack; shuffle half (rounded up) into Scar Bay and the rest into the Fog Bank.
You may not temporarily or permanently close a location that has cards.
Reward: Each character gains a power feat.
Attack on Rickety's Squibs
Scenario 2
Villain: Sea Devil Prince
Henchmen: Sea Devils
During this scenario: When you encounter a monster with the Merfolk trait, draw a random ally from the box and set it aside. If you defeat the monster, put the ally in your hand; if undefeated, banish the ally.
You may add the total of the adventure deck numbers of the allies in your hand, if any, to your check to defeat a monster with the Merfolk trait.
Reward: Each character gains a skill feat. Loot: Rickety Hake, Totem Necklace
The Lady's Favor
Scenario 2
Villain: None
Henchmen: 1 Enemy Ship per location
During this scenario: When you defeat an Enemy Ship henchman, automatically close its location. Then randomly choose a location; if it is closed, summon and encounter the villain Commander Kyan Kain.
To win this scenario, the number of plunder cards must exceed the number of locations.
Reward: Loot: Buccaneer's Breastplate, Farglass, Lady Agasta Smythee
The Secret of Mancatcher Cove
Scenario 2
Villain: Isabella "Inkskin" Locke
Henchmen: Knuckles Grype, Buccaneers
During this scenario: When Isabella "Inkskin" Locke is banished, summon and build the location Mancatcher Cove. Shuffle the villain The Matron into Mancatcher Cove.
To win the scenario, you must defeat the villain Krelloort.
Reward: Loot: Brine's Sting, Svingli's Eye
Locations
Fishing Village
Location 2
Deck list: Monster 2, Barrier 2, Weapon 1, Spell 0, Armor 0, Item 2, Ally 2, Blessing 0
At this location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When closing: Succeed at a Charisma or Diplomacy 8 check.
When permanently closed: No effect.
Mancatcher Cove
Location 2
Deck list: Monster 3, Barrier 2, Weapon 2, Spell 0, Armor 0, Item 1, Ally 1, Blessing 0
At this location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When closing: Summon and defeat the henchman Sea Devil.
When permanently closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
Scar Bay
Location B
Deck list: Monster 4, Barrier 2, Weapon 0, Spell 0, Armor 0, Item 2, Ally 1, Blessing 0
At this location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When closing: Succeed at a Wisdom or Divine 8 check.
When permanently closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
Tidewater Rock
Location 2
Deck list: Monster 1, Barrier 3, Weapon 1, Spell 0, Armor 0, Item 1, Ally 3, Blessing 0
At this location: You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
When closing: Succeed at a Charisma or Diplomacy 9 check.
When permanently closed: On closing, recharge a card.
Windward Isle
Location 2
Deck list: Monster 2, Barrier 2, Weapon 2, Spell 0, Armor 0, Item 2, Ally 1, Blessing 0
At this location: If you move here, you may draw a card.
When closing: Succeed at a Wisdom or Perception 7 check.
When permanently closed: On closing, draw a card.
Ships
Deathknell
Ship 2 · Class 7
Check to defeat: Divine 7 or Wisdom Survival 9
When encountering this ship: You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
When commanding this ship: You may discard a card from the blessings deck to add 1d12 to your check against a monster.
If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.
Devil's Pallor
Ship 2 · Class 2
Check to defeat: Wisdom Survival 7 or Constitution Fortitude 9
When encountering this ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When commanding this ship: Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
Thresher
Ship 2 · Class 2
Check to defeat: Intelligence Knowledge 9 or Wisdom Survival 7
When encountering this ship: Before you act, bury a random card from your discard pile.
When commanding this ship: Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Villains
Gortus Svard
Villain 2 · Hobgoblin, Rogue, Captain, Pirate · Type: Monster
Check to defeat: Combat 15
Powers: Before you act, recharge a card. Then summon and encounter the ship Devil's Pallor.
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.
Commander Kyan Kain
Villain 2 · Human, Aristocrat, Captain · Type: Monster
Check to defeat: Combat 16
Powers: Before you act, recharge a card, then summon and encounter the ship Dominator.
You may not play boons that have the Pirate or Swashbuckling trait on the check to defeat the villain.
If undefeated, discard as many cards from the blessings deck as there are closed locations.
Isabella "Inkskin" Locke
Villain 2 · Human, Sorcerer, Captain, Pirate · Type: Monster
Check to defeat: Combat 16 or Arcane 11
Powers: All damage from Isabella "Inkskin" Locke is Acid damage.
Before you act, recharge a card, then summon and encounter the ship Thresher.
After you act, Isabella deals you 1 Acid damage.
Krelloort
Villain 2 · Merfolk, Aquatic, Mutant · Type: Monster
Check to defeat: Combat 16, then Combat 18
Powers: Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Sea Devil Prince
Villain 2 · Merfolk, Aquatic, Mutant · Type: Monster
Check to defeat: Combat 14, then Combat 17
Powers: Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
Whalebone Pilk
Villain 2 · Undead, Captain, Pirate · Type: Monster
Check to defeat: Combat 17, then Strength Divine 12
Powers: Whalebone Pilk is 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.
The Matron
Villain 2 · Giant, Merfolk, Aquatic · Type: Monster
Check to defeat: Combat 19
Powers: Damage dealt by The Matron is dealt to each character at your location.
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If defeated, banish The Matron and shuffle the villain Krelloort into the location deck.
Henchmen
The Ancient Mariner
Henchman 2 · Undead, Mummy, Aquatic · Type: Monster
Check to defeat: Combat 15
Powers: The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Knuckles Grype
Henchman 2 · Human, Fighter, Pirate · Type: Monster
Check to defeat: Combat 17
Powers: 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.
Scurvy Zombie
Henchman 2 · Undead, Zombie, Aquatic · Type: Monster
Check to defeat: Combat 13
Powers: The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil
Henchman 2 · Merfolk, Aquatic · Type: Monster
Check to defeat: Combat 13
Powers: Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Monsters
Bull Shark
Monster 2 · Animal, Aquatic, Elite · Type: Monster
Check to defeat: Combat 13
Powers: The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 Combat damage to you.
Canopy Creeper
Monster 2 · Plant · Type: Monster
Check to defeat: Combat 12
Powers: The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Giant Wasp
Monster 2 · Animal, Elite · Type: Monster
Check to defeat: Combat 13
Powers: The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Jellyfish Swarm
Monster 2 · Animal, Aquatic, Swarm · Type: Monster
Check to defeat: Combat 16 or Dexterity Acrobatics 10
Powers: If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Nirento
Monster 2 · Plant · Type: Monster
Check to defeat: Combat 11
Powers: The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
Port Peril Corsair
Monster 2 · Elf, Pirate, Veteran · Type: Monster
Check to defeat: Combat 13
Powers: Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Scalawag
Monster 2 · Human, Pirate, Elite · Type: Monster
Check to defeat: Combat 13
Powers: 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.
Sea Cat
Monster 2 · Animal, Aquatic, Elite · Type: Monster
Check to defeat: Combat 12
Powers: 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.
Sea Scourge
Monster 2 · Ooze, Aquatic · Type: Monster
Check to defeat: Combat 12
Powers: The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Barriers
Becalmed
Barrier 2 · Task, Aquatic, Weather
Check to defeat: Wisdom Survival 8
Powers: 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.
Curse of the Deep
Barrier 2 · Curse, Aquatic, Elite
Check to defeat: Constitution Fortitude 7
Powers: 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.
Pirate Entertainments
Barrier 2 · Obstacle, Pirate, Veteran
Check to defeat: Strength, Ranged, Constitution, or Fortitude 7
Powers: The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeats this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Spiked Log Trap
Barrier 2 · Trap, Elite
Check to defeat: Dexterity Disable 8 or Wisdom Perception 10
Powers: If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Storm
Barrier 2 · Obstacle, Weather
Check to defeat: None
Powers: Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Weapons
Dagger Pistol +1
Weapon 2 · Knife, Firearm, Ranged, Piercing, Swashbuckling, Magic · Check to acquire: Dexterity Ranged Craft 9
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill +1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Dragon Pistol +1
Weapon 2 · Firearm, Ranged, Piercing, Magic, Elite · Check to acquire: Dexterity Ranged Craft 12
Powers: 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 2d6. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
Keen Falcata +1
Weapon 2 · Sword, Melee, Slashing, Magic · Check to acquire: Strength Melee 11
Powers: 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 6.
Morningstar +1
Weapon 2 · Mace, Melee, Piercing, Magic, Elite · Check to acquire: Strength Melee 8
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
Musket +1
Weapon 2 · Firearm, Ranged, Piercing, 2-Handed, Magic, Elite · Check to acquire: Dexterity Ranged Craft 9
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+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.
Seeking Harpoon +1
Weapon 2 · Spear, Ranged, Piercing, 2-Handed, Swashbuckling, Magic, Elite · Check to acquire: Dexterity Ranged 11
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.
Toxic Blunderbuss +1
Weapon 2 · Firearm, Ranged, Piercing, 2-Handed, Magic, Elite · Check to acquire: Dexterity Ranged Craft 11
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Trident +1
Weapon 2 · Polearm, Melee, Piercing, Magic, Elite · Check to acquire: Strength Melee 10
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Zul
Weapon 2 · Polearm, Melee, Piercing, Magic · Check to acquire: Strength Melee 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Spells
Animated Weapon
Spell 2 · Magic, Arcane, Divine · Check to acquire: Intelligence Arcane Wisdom Divine 8
Powers: For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
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 10 check to recharge this card instead of discarding it.
Aqueous Orb
Spell 2 · Magic, Arcane, Divine, Attack, Bludgeoning, Elite · Check to acquire: Intelligence Arcane Wisdom Divine 9
Powers: Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.
Dehydrating Touch
Spell 2 · Magic, Arcane, Attack, Elite · Check to acquire: Intelligence Arcane 9
Powers: For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.
Geyser
Spell 2 · Magic, Arcane, Divine, Fire, Attack · Check to acquire: Intelligence Arcane Wisdom Divine 8
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
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 10 check to recharge this card instead of discarding it.
Protect
Spell 2 · Magic, Divine · Check to acquire: Wisdom Divine 6
Powers: Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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.
Safe Harbor
Spell 2 · Magic, Arcane, Healing · Check to acquire: Intelligence Arcane 8
Powers: Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile.
At the start of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Armor
Blackcloth Armor
Armor 2 · Light Armor, Magic, Elite · Check to acquire: Constitution Fortitude 6
Powers: If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Shark Skin Armor
Armor 2 · Light Armor, Magic · Check to acquire: Constitution Fortitude 7
Powers: Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Stanching Buckler
Armor 2 · Shield, Magic, Elite · Check to acquire: Constitution Fortitude 6
Powers: After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded as damage.
Items
Besmara's Bones
Item 2 · Tool, Swashbuckling, Besmara · Check to acquire: Wisdom Survival 8
Powers: Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
Crown of Swords
Item 2 · Accessory, Magic · Check to acquire: Wisdom Divine Melee 8
Powers: Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
Jellyfish Cape
Item 2 · Accessory, Magic, Aquatic, Elite · Check to acquire: Constitution Fortitude 8
Powers: Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
Discard this card to add 1d6 and the Electricity trait to any check to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.
Jolly Roger
Item 2 · Object, Swashbuckling · Check to acquire: Wisdom Survival 8
Powers: Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Liquid Ice
Item 2 · Liquid, Attack, Cold, Ranged, Alchemical, Elite · Check to acquire: Intelligence Craft 9
Powers: 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.
Periscope
Item 2 · Object · Check to acquire: Wisdom Perception 8
Powers: Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Wand of Flame
Item 2 · Wand, Attack, Fire, Magic · Check to acquire: Intelligence Arcane Wisdom Divine 6
Powers: For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill.
After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Worn Leather Skullcap
Item 2 · Accessory, Magic, Swashbuckling, Elite · Check to acquire: Wisdom Survival 7
Powers: 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.
Allies
Merrill Pegsworthy
Ally 2 · Human, Fighter, Captain, Pirate · Check to acquire: Strength Melee 6, then Charisma Diplomacy 8
Powers: Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Royster Mccleagh
Ally 2 · Human, Fighter, Pirate · Check to acquire: Charisma Diplomacy 7
Powers: Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Rotgut
Ally 2 · Animal, Pirate · Check to acquire: Wisdom Survival 8
Powers: 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.
Blessings
Blessing of Hshurha
Blessing 2 · Divine, Hshurha · Check to acquire: Wisdom Survival 7, or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Loot
Loot cards are the rewards named by this deck's scenarios: Rickety Hake and Totem Necklace (Attack on Rickety's Squibs), Buccaneer's Breastplate, Farglass and Lady Agasta Smythee (The Lady's Favor), and Brine's Sting and Svingli's Eye (The Secret of Mancatcher Cove).
Brine's Sting
Loot 2 · Sword, Melee, Piercing, Finesse, Swashbuckling, Magic · Type: Weapon
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Buccaneer's Breastplate
Loot 2 · Heavy Armor, Magic, Aquatic · Type: Armor
Powers: Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Farglass
Loot 2 · Object, Magic · Type: Item
Powers: Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
Lady Agasta Smythee
Loot 2 · Human, Aristocrat · Type: Ally
Powers: Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged.
Rickety Hake
Loot 2 · Human, Shipbuilder · Type: Ally
Powers: Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.
Svingli's Eye
Loot 2 · Tool, Magic · Type: Item
Powers: Recharge this card to examine the top card of your 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.
Totem Necklace
Loot 2 · Accessory · Type: Item
Powers: Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.