Pathfinder Adventure Card Game: Skull & Shackles Adventure Deck 3 – Tempest Rising
Pathfinder Adventure Card Game: Skull & Shackles Adventure Deck 3 – Tempest Rising Rulebook
Table of Contents
Table of Contents
Adventure Card
Tempest Rising
Type: Adventure 3
Complete these scenarios in this order:
- Shore Leave at Port Peril
- Bizarre Love Triangle
- The Brine Banshee's Grave
- Spies Among Us
- The Free Captains' Regatta
Reward: Each character chooses a role card and gains a power feat. Gain a Class 3 ship feat.
Scenario Cards
Bizarre Love Triangle
Type: Scenario 3
Villains: Sarlis, Selissa, Munarei Henchmen: Random monsters
During this scenario: When you would defeat a villain, examine the location deck. If the other two villains are not in the deck, the villain is undefeated. If the villain cannot escape to an open location, shuffle the villain into a random location, opening it.
To win the scenario, defeat any villain.
Reward: Each character gains a card feat.
Shore Leave at Port Peril
Type: Scenario 3
Villain: Caulky Tarroon Henchmen: Fishpork, Ruffians
During this scenario: When you defeat a barrier, stash a plunder card.
When you gain the reward for this scenario, choose a character to summon and encounter the villain The Pirate Council. If The Pirate Council is defeated, you gain the loot Letter of Marque.
Reward: Each character gains a power feat.
Spies Among Us
Type: Scenario 3
Villain: Zarskia Galembar Henchmen: Giles Halmis, Cryptic Runes
During this scenario: If you fail a check to acquire an ally, the ally deals 1 Poison damage to you.
When you defeat a Cryptic Runes henchman, place it under this card. For each Cryptic Runes under this card, add 2 to your check to defeat Zarskia.
Reward: Each character gains a skill feat.
The Brine Banshee's Grave
Type: Scenario 3
Villain: Uthiggmaru Henchmen: Vakarla the Wrecker, Ormandar, Jalhazar's Curse, Buccaneers
During this scenario: After you build the location decks, shuffle a Shipwreck henchman into each one.
If you explore, before you reset your hand, succeed at a Constitution or Fortitude 6 check or bury 1d4-1 cards from your hand.
Reward: Loot: Jalhazar's Wheel, Ring of the Iron Skull.
The Free Captains' Regatta
Type: Scenario 3
Villain: None Henchmen: Hirgenzosk, Lightning Elemental, Hurricane Winds
During this scenario: Shuffle an Enemy Ship henchman into each location deck. If you defeat an Enemy Ship, put it on top of its location deck.
After your move step, you may examine the top card of your location deck; you may shuffle that deck. If the blessings deck is empty, examine the top card of each location deck. You win the scenario only if each is an Enemy Ship.
Reward: Each character draws a random blessing from the box. Loot: Pirate's Favor.
Location Cards
Gozreh's Flow
Type: Location 3 Deck list: Monster 4, Barrier 3, Weapon 0, Spell 0, Armor 0, Item 1, Ally 0, Blessing 1
At this location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
When closing: Succeed at a Wisdom or Survival 7 check.
When permanently closed: On closing, move all characters at this location to one other random location.
Jasperleaf Apothecary
Type: Location 3 Deck list: Monster 1, Barrier 1, Weapon 0, Spell 3, Armor 0, Item 3, Ally 1, Blessing 0
At this location: At the end of your turn, you may recharge an item to shuffle a random card from your discard pile into your deck; if the item has the Liquid trait, you may add the card to your hand instead.
When closing: Summon and encounter the henchman Shimerae.
When permanently closed: On closing, draw 3 random items from the box. If any have the Liquid or Alchemical trait, add them to your hand; return the rest.
Sharkskin Reef
Type: Location 3 Deck list: Monster 4, Barrier 3, Weapon 0, Spell 0, Armor 1, Item 1, Ally 0, Blessing 0
At this location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When closing: Banish an ally.
When permanently closed: No effect.
Tengu Rookery
Type: Location 3 Deck list: Monster 2, Barrier 2, Weapon 2, Spell 0, Armor 0, Item 2, Ally 1, Blessing 0
At this location: At the end of your turn, you may examine the top card of another location deck.
When closing: Banish an item.
When permanently closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
Widowmaker Isle
Type: Location 3 Deck list: Monster 3, Barrier 4, Weapon 0, Spell 0, Armor 0, Item 0, Ally 0, Blessing 2
At this location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When closing: Summon and defeat the henchman Enemy Ship.
When permanently closed: On closing, you may recharge an ally from your discard pile.
Ship Cards
Dowager Queen
Type: Ship 3 Class: 3 Check to defeat: Wisdom Survival 8 or Charisma Diplomacy 10
When encountering this ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When commanding this ship: You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
Kraken
Type: Ship 3 Class: 3 Check to defeat: Strength Melee 10 or Wisdom Survival 8
When encountering this ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When commanding this ship: Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
Sanbalot
Type: Ship 3 Class: 3 Check to defeat: Dexterity Stealth 9 or Wisdom Survival 7
When encountering this ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When commanding this ship: This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
Villains
Caulky Tarroon
Header: Villain 3 Traits: Rogue, Human, Pirate Type: Monster Check to defeat: Combat 18 or Dexterity Stealth 10
Powers: Before you act, Caulky Tarroon deals 1 Poison damage to you.
If the check to defeat does not have the Swashbuckling trait, a random character at your location banishes the top card of his deck.
Munarei
Header: Villain 3 Traits: Aberration, Naga, Aquatic Type: Monster Check to defeat: Intelligence Knowledge 10
Powers: All damage from Munarei is Mental damage which may not be reduced.
Before you act, Munarei deals 1d4-1 Mental damage to you.
If you fail a check to defeat Munarei by 3 or more, bury the top card of your deck.
Sarlis
Header: Villain 3 Traits: Aberration, Naga, Aquatic Type: Monster Check to defeat: Charisma Diplomacy 10
Powers: All damage from Sarlis is Force damage.
Before you act, Sarlis deals 1d4-1 Force damage to you.
If you fail a check to defeat Sarlis by 3 or more, bury the top card of your deck.
Selissa
Header: Villain 3 Traits: Aberration, Naga, Aquatic Type: Monster Check to defeat: Wisdom Survival 10
Powers: All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
Uthiggmaru
Header: Villain 3 Traits: Aberration, Aquatic Type: Monster Check to defeat: See below
Powers: Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
Zarskia Galembar
Header: Villain 3 Traits: Human, Alchemist, Spymaster Type: Monster Check to defeat: Combat 17 or Intelligence Craft 11
Powers: The difficulty of your combat check to defeat is increased by the number of open locations.
Henchmen
Blackwater Charda
Header: Henchman 3 Traits: Aberration, Aquatic Type: Monster Check to defeat: Combat 15
Powers: The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Cryptic Runes
Header: Henchman 3 Traits: Cache, Trap, Alchemical Type: Barrier Check to defeat: Intelligence Knowledge 10
Powers: If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Fishpork
Header: Henchman 3 Traits: Giant Type: Monster Check to defeat: Combat 16
Powers: Combat damage dealt by Fishpork is dealt to each character at your location. If the check to defeat has the Ranged trait, subtract 1 from each die rolled.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, Fishpork deals 1 Structural damage to your ship.
Giles Halmis
Header: Henchman 3 Traits: Human, Assassin Type: Monster Check to defeat: Combat 17
Powers: Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
If defeated, you may immediately attempt to close the location this henchman came from.
Hurricane Winds
Header: Henchman 3 Traits: Obstacle, Task, Weather Type: Barrier Check to defeat: Intelligence Knowledge Wisdom Survival 13
Powers: You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Jalhazar's Curse
Header: Henchman 3 Traits: Curse, Trap, Magic Type: Barrier Check to defeat: Wisdom 12
Powers: If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
Lightning Elemental
Header: Henchman 3 Traits: Elemental Type: Monster Check to defeat: Combat 17
Powers: The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ormandar
Header: Henchman 3 Traits: Merfolk, Druid, Aquatic Type: Monster Check to defeat: Combat 16 or Divine 12
Powers: Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Shimerae
Header: Henchman 3 Traits: Aberration Type: Monster Check to defeat: Combat 15
Powers: All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.
Vakarla the Wrecker
Header: Henchman 3 Traits: Half-Orc, Illusionist, Pirate Type: Monster Check to defeat: Combat 16 or Arcane Perception 11
Powers: Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monsters
Blood Hag
Header: Monster 3 Traits: Hag Check to defeat: Combat 15
Powers: All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Cannoneer
Header: Monster 3 Traits: Human, Pirate, Elite Check to defeat: Combat 17
Powers: All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
Darkforest Anemone
Header: Monster 3 Traits: Animal, Aquatic Check to defeat: Combat 16
Powers: The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Fever Sea Marauder
Header: Monster 3 Traits: Human, Pirate, Elite Check to defeat: Combat 17
Powers: After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Giant Anaconda
Header: Monster 3 Traits: Animal, Aquatic, Elite Check to defeat: Combat 18
Powers: If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Giant Jellyfish
Header: Monster 3 Traits: Animal, Aquatic Check to defeat: Combat 18 or Dexterity Acrobatics 11
Powers: All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Great White Shark
Header: Monster 3 Traits: Animal, Aquatic Check to defeat: Combat 16
Powers: The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Manticore
Header: Monster 3 Traits: Aberration, Manticore Check to defeat: Combat 12
Powers: Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Werecrocodile
Header: Monster 3 Traits: Lycanthrope, Aquatic Check to defeat: Combat 18
Powers: Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Will-o'-Wisp
Header: Monster 3 Traits: Aberration Check to defeat: Combat 16 or Wisdom 14
Powers: All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
Barriers
Cannonade
Header: Barrier 3 Traits: Skirmish, Veteran Check to defeat: Wisdom Perception Survival 10
Powers: The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Jagged Shoals
Header: Barrier 3 Traits: Obstacle, Task, Aquatic Check to defeat: Intelligence Knowledge Wisdom Survival 11
Powers: You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Sandbar
Header: Barrier 3 Traits: Task, Aquatic Check to defeat: Strength Knowledge Wisdom Perception 11
Powers: Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Wyvern Blade Trap
Header: Barrier 3 Traits: Trap Check to defeat: Dexterity Disable 10 or Wisdom Perception 12
Powers: If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Allies
Corlan
Header: Ally 3 Traits: Tengu, Smuggler Check to acquire: Charisma Diplomacy 9
Powers: Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Dindreann
Header: Ally 3 Traits: Human, Cleric Check to acquire: Charisma Diplomacy 11
Powers: On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
Haneilius Fitch
Header: Ally 3 Traits: Human, Surgeon Check to acquire: Charisma Diplomacy 9
Powers: Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
Imp
Header: Ally 3 Traits: Outsider, Elite Check to acquire: Charisma Arcane 7
Powers: Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Monkey
Header: Ally 3 Traits: Animal, Elite Check to acquire: Wisdom Survival 9
Powers: Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Pierce Jerrell
Header: Ally 3 Traits: Human, Sorcerer, Captain, Pirate Check to acquire: Intelligence Arcane 6, then Charisma Diplomacy 9
Powers: Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Slip
Header: Ally 3 Traits: Halfling, Spy Check to acquire: Intelligence Knowledge 7 or Charisma Diplomacy 9
Powers: On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location deck. Then explore your location.
Tessa Fairwind
Header: Ally 3 Traits: Half-Elf, Bard, Captain, Pirate Check to acquire: Dexterity Stealth 7, then Charisma Diplomacy 9
Powers: Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
Blessing of Kelizandri
Header: Blessing 3 Traits: Divine, Kelizandri Check to acquire: Constitution Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Items
Crystal of Healing Hands
Header: Item 3 Traits: Accessory, Magic, Divine, Healing Check to acquire: Wisdom Divine 8
Powers: Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instead of burying it.
Potion of Flying
Header: Item 3 Traits: Liquid, Alchemical Check to acquire: Intelligence Craft 10
Powers: Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Potion of the Ocean
Header: Item 3 Traits: Liquid, Alchemical Check to acquire: Intelligence Craft 9
Powers: Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Powder Keg
Header: Item 3 Traits: Object, Alchemical Check to acquire: Intelligence Craft 11
Powers: When you play a weapon that has the Ranged trait on a combat check, banish this card. For each die that rolls its maximum value, roll an additional die of that type and add its value to the result. These additional dice do not add more dice.
Sea Tyrant's Patch
Header: Item 3 Traits: Accessory, Magic, Swashbuckling, Elite Check to acquire: Charisma Diplomacy 9
Powers: Reveal this card to add 1d6 and the Swashbuckling trait to your check to acquire an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
Weapons
Humanbane Crossbow +2
Header: Weapon 3 Traits: Bow, Ranged, Piercing, 2-Handed, Magic Check to acquire: Dexterity Ranged 11
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Musket +2
Header: Weapon 3 Traits: Firearm, Ranged, Piercing, 2-Handed, Magic Check to acquire: Dexterity Ranged Craft 11
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Navigator Musket +1
Header: Weapon 3 Traits: Firearm, Ranged, Piercing, 2-Handed, Magic 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.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
Seaborne Trident +1
Header: Weapon 3 Traits: Polearm, Melee, Piercing, Magic Check to acquire: Strength Melee Survival 11
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.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
Sharpshooter's Blade
Header: Weapon 3 Traits: Knife, 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 + 1d4+1.
When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to the combat check.
Trident +2
Header: Weapon 3 Traits: Polearm, Melee, Piercing, Magic Check to acquire: Strength Melee 10
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Armor
Besmaran Vestments
Header: Armor 3 Traits: Light Armor, Magic Check to acquire: Constitution Fortitude 6
Powers: If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Fortified Shell Armor
Header: Armor 3 Traits: Heavy Armor, Magic, Aquatic, Elite Check to acquire: Constitution Fortitude 8
Powers: Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
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.
Sniper's Studded Leather
Header: Armor 3 Traits: Light Armor, Magic, Elite Check to acquire: Constitution Fortitude Stealth 8
Powers: Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception 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.
Wilderness Studded Leather
Header: Armor 3 Traits: Light Armor, Magic, Elite Check to acquire: Constitution Fortitude Survival 7
Powers: Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival 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.
Spells
Animate Water
Header: Spell 3 Traits: Magic, Arcane, Divine Check to acquire: Intelligence Arcane, or Wisdom Divine 10
Powers: Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Dimension Leap
Header: Spell 3 Traits: Magic, Arcane Check to acquire: Intelligence Arcane 10
Powers: When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Freezing Sphere
Header: Spell 3 Traits: Magic, Arcane, Cold, Attack Check to acquire: Intelligence Arcane 11
Powers: Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Skeleton Crew
Header: Spell 3 Traits: Magic, Arcane, Divine Check to acquire: Intelligence Arcane Wisdom Divine 7
Powers: Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Wall of Fire
Header: Spell 3 Traits: Magic, Arcane, Divine, Attack, Fire Check to acquire: Intelligence Arcane Wisdom Divine 11
Powers: Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the Undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Loot
Jalhazar's Wheel
Header: Loot 3 Traits: Object, Magic Type: Item
Powers: Reveal this card to add 1d8 to your check to defeat a barrier that has the Task trait.
At the end of your turn, if your ship is not wrecked, recharge this card to move.
Letter of Marque
Header: Loot 3 Traits: Book, Pirate Type: Item
Powers: If you are at a closed location on your turn, bury this card. Choose a type of boon other than blessings and loot. Add 1d4+1 random cards of that type to this location deck without looking at them, then explore your location.
Pirate's Favor
Header: Loot 3 Traits: Swashbuckling Type: Blessing
Powers: Discard this card to add 1 die to any check. If the check has the Swashbuckling trait, you may play another blessing on this check.
Discard this card to explore your location.
If the top card of the blessings discard pile is the Blessing of the Gods or Blessing of Besmara, recharge this card instead of discarding it.
Ring of the Iron Skull
Header: Loot 3 Traits: Accessory, Magic Type: Item
Powers: If you defeat a monster by 4 or more, reveal this card to examine the top card of your location deck.
Cards Not Transcribed
The two source sheets show 77 distinct cards: 14 on sheet A (5 scenarios, 1 adventure, 5 locations, 3 ships) and 63 on sheet B. BGG lists the Tempest Rising deck at 110 cards, so about 33 cards are not in the source images and are not transcribed here. The source images do not carry the names of the missing cards, so this list cannot name them.
Where a card's text was partly cut off or too small to read with confidence, the closest reading is given above; the Blood Hag and Uthiggmaru entries are the ones most worth checking against a physical card.