Pathfinder Adventure Card Game: Skull & Shackles Adventure Deck 6 – From Hell's Heart
Pathfinder Adventure Card Game: Skull & Shackles Adventure Deck 6 – From Hell's Heart Rulebook
Table of Contents
Table of Contents
The Adventure
From Hell's Heart
Adventure 6. Complete these scenarios in this order: Danse Magaav; The Armada; Storming Fort Hazard; Inside Lucrehold; Last Stand of the Hurricane King.
Reward: Each character gains a card feat. Gain a Class 7 ship feat.
Scenarios
Danse Magaav
Scenario 6. Villain: Magaav Commander. Henchmen: Magaav Assassins.
During this scenario: When any character encounters a Magaav Assassin henchman, 1 character at each other open location must summon and encounter a Magaav Assassin.
Reward: Each character gains a skill feat.
Inside Lucrehold
Scenario 6. Villain: Tsadok Goldtooth. Henchmen: Draugr Captains.
During this scenario: Shuffle the villain Brinebones into the blessings deck. When you discard Brinebones from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Brinebones into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
Reward: Each character gains a power feat. Loot: Doubleshot Pepperbox.
Last Stand of the Hurricane King
Scenario 6. Villains: 1 per location: Kerdak Bonefist, Hyapatia, Omara Culverin, Powderpot, Sweetlips and Scurvy, Tsadok Goldtooth, Captain Horrus Riptooth, Brinebones. Henchmen: None.
During this scenario: When you defeat a villain, it does not escape; instead, put it in a villain pile. Unless all other villains are in the villain pile, if you would encounter Kerdak Bonefist, summon and encounter the Filthy Lucre instead; Kerdak Bonefist is undefeated.
Reward: Loot: The Hurricane Crown.
Storming Fort Hazard
Scenario 6. Villain: Captain Horrus Riptooth. Henchmen: Cannon Golem; Wereshark Pirates.
During this scenario: When any character encounters a monster with the Lycanthrope trait, each other character at that location summons and encounters the henchman Hammerhead Shark.
When you defeat a monster with the Pirate trait, stash a plunder card.
Reward: For each plunder card, gain another random card of that type from the box.
The Armada
Scenario 6. Villain: Admiral Druvalia Thrune. Henchmen: Paralictor Valeria Asperixus; Chelish Marine Captains.
During this scenario: After you place your party's ship, make a fleet stack using 4 other ships that have been checked off on your fleet card. Add 1d4 to your check to defeat a ship for each card in the fleet stack.
When you encounter a ship, summon but do not encounter 1d4+1 ships. The difficulty to defeat the original ship is increased by the total of the classes of the summoned ships. If you fail a check to defeat a ship, banish a ship from your fleet stack; if you can't, you lose the scenario.
Reward: Each character draws a random non-Basic, non-Elite weapon from the box. Gain a Class 6 ship feat. Loot: Crossbow of Retribution.
Locations
Fort Hazard
Location 6. Deck list: Monster 3, Barrier 1, Weapon 1, Spell 0, Armor 0, Item 2, Ally 2, Blessing 0.
At this location: At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When closing: Bury your discard pile.
When permanently closed: On closing, discard 1d4 cards from the blessings deck.
Lucrehold
Location 6. Deck list: Monster 3, Barrier 2, Weapon 1, Spell 0, Armor 1, Item 2, Ally 0, Blessing 0.
At this location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When closing: Banish a card that has the Pirate trait.
When permanently closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
Murder Hole
Location 6. Deck list: Monster 6, Barrier 0, Weapon 0, Spell 0, Armor 0, Item 0, Ally 3, Blessing 0.
At this location: The difficulty to defeat monsters is increased by 4.
When closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When permanently closed: No effect.
Shrine to Besmara
Location 6. Deck list: Monster 2, Barrier 0, Weapon 0, Spell 3, Armor 0, Item 0, Ally 1, Blessing 3.
At this location: Your checks have the Pirate or Swashbuckling trait.
When closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
When permanently closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
Ships
Abrogail's Fury
Ship 6. Class 6. Check to defeat: Dexterity or Ranged 13, or Wisdom or Survival 11.
When encountering this ship: Before you act, recharge 1d4 random cards from your hand.
When commanding this ship: Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.
Filthy Lucre
Ship 6 (Class 7). Check to defeat: Wisdom, Perception or Survival 13. Then: Survival, Charisma or Diplomacy 13.
When encountering this ship: If any check to defeat has the Swashbuckling trait, add 2 to it.
When commanding this ship: Reduce Structural damage to this ship by 3. You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.
Fleet B Ship Class Chart
Checklist side of the two-sided Ship Class Chart (card 403), transcribed as printed. Ships by class:
- Class 0 ships: Merchantman; Shackles Pirate Ship
- Class 1 ships: The Man's Promise; The Truewind
- Class 2 ships: The Devil's Pallor; The Thresher
- Class 3 ships: The Dowager Queen; The Kraken; The Sanbalot; The Sea Chanty
- Class 4 ships: The Blood Moon; Come What May; The Wavecrest
- Class 5 ships: The Wanton Wastrel; The Wormwood
- Class 6 ships: The Abrogail's Fury; The Dominator
- Class 7 ships: The Deathknell; The Filthy Lucre
Villains
Admiral Druvalia Thrune
Villain 6. Traits: Human, Aristocrat, Admiral. Type: Monster. Check to defeat: Combat 30. Then: Combat 30.
Powers: Before you act, each other character must summon and encounter the henchman Drowning Devil, and you must summon and encounter the ship Abrogail's Fury.
If your roll exceeds the difficulty of the check to defeat, you are dealt Force damage equal to the difference between the difficulty and the number you rolled.
Brinebones
Villain 6. Traits: Undead, Dragon, Aquatic. Type: Monster. Check to defeat: Combat 32. Then: Combat 32.
Powers: Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Captain Horrus Riptooth
Villain 6. Traits: Lycanthrope, Barbarian, Captain, Pirate, Aquatic. Type: Monster. Check to defeat: Combat 28. Then: Combat 32.
Powers: Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Hyapatia
Villain 6. Traits: Lamia, Sorcerer. Type: Monster. Check to defeat: Combat 28. Then: Combat 28.
Powers: If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Kerdak Bonefist
Villain 6. Traits: Human, Captain, Pirate. Type: Monster. Check to defeat: Combat 40. Then: Combat 40.
Powers: If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Magaav Commander
Villain 6. Traits: Outsider, Devil. Type: Monster. Check to defeat: Combat 28.
Powers: The Magaav Commander is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells with the Attack trait.
If the Magaav Commander would be defeated, ignore the result and reroll the dice. The Magaav Commander is defeated or undefeated based solely on the result of the second die roll.
If you would discard any cards due to damage from the Magaav Commander, bury them instead.
Omara Culverin
Villain 6. Traits: Human, Gunslinger. Type: Monster. Check to defeat: Combat 32, or Diplomacy 16.
Powers: Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Powderpot
Villain 6. Traits: Charau-ka, Alchemist, Pirate. Type: Monster. Check to defeat: Combat 32.
Powers: Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.
Sweetlips and Scurvy
Villain 6. Traits: Human, Bard, Pirate, and Animal. Type: Monster. Check to defeat: Stealth, Arcane, Wisdom or Diplomacy 20.
Powers: If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
Tsadok Goldtooth
Villain 6. Traits: Half-Orc, Barbarian, Pirate. Type: Monster. Check to defeat: Combat 26. Then: Combat 30.
Powers: Before you act, Tsadok deals 1d4+1 Ranged Combat damage to 2 random characters at your location.
If the check to defeat has the Arcane or Divine trait, its difficulty is increased by 5.
After you act, Tsadok deals 1d4+1 Ranged Combat damage to 2 random characters at your location.
Henchmen
Cannon Golem
Henchman 6. Traits: Construct, Golem. Type: Monster. Check to defeat: Combat 24.
Powers: You may not play spells that have the Attack trait.
Before you act, the Cannon Golem deals 1d4+1 Structural damage to your ship.
If undefeated, the Cannon Golem deals 1d4+4 Ranged Combat damage to each character at a random other occupied location.
If defeated, you may immediately attempt to close the location this henchman came from.
Chelish Marine Captain
Henchman 6. Traits: Human, Captain, Pirate. Type: Monster. Check to defeat: Combat 26.
Powers: Before you act, recharge 2 cards, then summon and encounter a random ship.
After you act, the Chelish Marine Captain deals 1d4+1 Structural damage to your ship.
If defeated, you may immediately attempt to close the location this henchman came from.
Draugr Captain
Henchman 6. Traits: Undead, Pirate, Captain. Type: Monster. Check to defeat: Combat 27.
Powers: The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Drowning Devil
Henchman 6. Traits: Outsider, Devil, Aquatic. Type: Monster. Check to defeat: Combat 27.
Powers: The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Magaav Assassin
Henchman 6. Traits: Outsider, Devil. Type: Monster. Check to defeat: Combat 25.
Powers: The Magaav Assassin is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
When you are dealt damage and would discard cards, bury them instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Paralictor Valeria Asperixus
Henchman 6. Traits: Human, Hellknight. Type: Monster. Check to defeat: Combat 35.
Powers: Before you act, Paralictor Valeria Asperixus deals 1d4 Combat damage to you.
If the check to defeat has the Fire or Mental trait, the difficulty is increased by 5.
If Valeria would be defeated, reroll the dice. She is defeated or undefeated based solely on the results of the second die roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Wereshark Pirate
Henchman 6. Traits: Lycanthrope, Pirate, Aquatic. Type: Monster. Check to defeat: Combat 26.
Powers: The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monsters
Addu
Monster 6. Traits: Dragon, Aquatic. Check to defeat: Combat 20. Then: Combat 20.
Powers: The Addu is immune to the Fire and Poison traits.
Before you act, each character must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addu deals 1d4+1 Structural damage to your ship.
Bakekujira
Monster 6. Traits: Undead, Aquatic. Check to defeat: Combat 22 or Wisdom or Divine 18.
Powers: The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
Chelish Marine
Monster 6. Traits: Human, Warrior. Check to defeat: Combat 21.
Powers: Each character at your location must summon and encounter the Chelish Marine; it is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Dweller in the Deeps
Monster 6. Traits: Outsider, Aquatic. Check to defeat: Combat 26.
Powers: The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Gargiya
Monster 6. Traits: Aberration, Aquatic. Check to defeat: Combat 25.
Powers: All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
Lorelei
Monster 6. Traits: Aberration, Aquatic. Check to defeat: Combat 23.
Powers: Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location, must move to this location.
Lusca
Monster 6. Traits: Animal, Aquatic. Check to defeat: Combat 20. Then: Combat 20. Then: Combat 20.
Powers: Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
Pirate Bomber
Monster 6. Traits: Human, Pirate. Check to defeat: Combat 22.
Powers: Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
Pirate Sniper
Monster 6. Traits: Elf, Pirate, Scout. Check to defeat: Combat 25.
Powers: Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Seaweed Siren
Monster 6. Traits: Aberration, Siren, Aquatic. Check to defeat: Wisdom 12. Then: Wisdom 12. Then: Wisdom 12.
Powers: The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Barriers
Assassination Attempt
Barrier 6. Traits: Skirmish. Check to defeat: None.
Powers: Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
Firedrake Trap
Barrier 6. Traits: Trap, Alchemical, Fire. Check to defeat: Dexterity or Acrobatics 18, or Disable or Craft 14.
Powers: If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Teleportation Trap
Barrier 6. Traits: Trap, Magic. Check to defeat: Intelligence or Arcane 13.
Powers: If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Allies
Baby Triceratops
Ally 6. Traits: Animal. Check to acquire: Wisdom or Survival 13.
Powers: Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries 1 card.
Master of the Gales
Ally 6. Traits: Human, Druid, Pirate. Check to acquire: Charisma or Diplomacy 14.
Powers: Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessings
Blessing of Geryon
Blessing 6. Traits: Divine, Geryon. Check to acquire: Charisma or Diplomacy 8, or Divine 5.
Powers: Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Weapons
Adamantine Trident +3
Weapon 6. Traits: Polearm, Melee, Piercing, Magic. Check to acquire: Strength or Melee 13.
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
If a monster has a power that increases the difficulty of a combat check, ignore that power.
Crossbow of Retribution
Loot 6. Type: Weapon. Traits: Bow, Ranged, Piercing, 2-Handed, Magic.
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.
Distance Musket +1
Weapon 6. Traits: Firearm, Ranged, Piercing, 2-Handed, Magic. Check to acquire: Dexterity, Ranged or Craft 12.
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Doubleshot Pepperbox
Loot 6. Type: Weapon. Traits: Firearm, Ranged, Piercing, Magic.
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card and up to 3 other cards to add 2d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, or on a 1-4 if you buried any cards to add damage, shuffle this card into your deck.
Enervating Pistol +3
Weapon 6. Traits: Firearm, Ranged, Piercing, Reliable, Swashbuckling, Magic. Check to acquire: Dexterity, Ranged or Craft 15.
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Falchion +3
Weapon 6. Traits: Sword, Melee, Slashing, 2-Handed, Magic. Check to acquire: Strength or Melee 12.
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; 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 5.
Flaming Musket +2
Weapon 6. Traits: Firearm, Ranged, Piercing, 2-Handed, Magic. Check to acquire: Dexterity, Ranged or Craft 13.
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Furious Broadsword +2
Weapon 6. Traits: Sword, Melee, Slashing, Magic. Check to acquire: Strength or Melee 13.
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as 7.
Old Salt's Rapier +2
Weapon 6. Traits: Rapier, Melee, Piercing, Finesse, Swashbuckling, Magic. Check to acquire: Strength or Melee 12.
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Venomous Pike +2
Weapon 6. Traits: Polearm, Melee, Piercing, Poison, 2-Handed, Magic. Check to acquire: Strength or Melee 13.
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Armor
Flaming Buckler Gun
Armor 6. Traits: Shield, Firearm, Magic. Check to acquire: Dexterity or Ranged 10, then Constitution or Fortitude 10.
Powers: For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Hellknight Armor
Armor 6. Traits: Heavy Armor, Magic. Check to acquire: Constitution or Fortitude 12.
Powers: Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy 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.
Items
Fuse Grenade
Item 6. Traits: Liquid, Attack, Bludgeoning, Fire, Ranged, Alchemical. Check to acquire: Intelligence or Craft 13.
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Hurricane Crown
Loot 6. Type: Item. Traits: Accessory, Magic.
Powers: Reveal this card to add 6 to your check against a card that has the Aquatic, Pirate, or Swashbuckling trait.
Pearl of Magic
Item 6. Traits: Object, Magic, Arcane, Divine. Check to acquire: Intelligence, Arcane, Wisdom or Divine 10.
Powers: Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell.
If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
Staff of Weather
Item 6. Traits: Staff, Magic. Check to acquire: Intelligence or Arcane 12.
Powers: Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
Spells
Recast
Spell 6. Traits: Magic, Arcane, Divine. Check to acquire: Intelligence, Arcane, Wisdom or Divine 12.
Powers: Discard this card and choose a character to play a spell from his discard pile.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Shapechange
Spell 6. Traits: Magic, Arcane, Divine. Check to acquire: Intelligence, Arcane, Wisdom or Divine 13.
Powers: Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10.
At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Tsunami
Spell 6. Traits: Magic, Arcane, Divine, Attack, Bludgeoning. Check to acquire: Intelligence, Arcane, Wisdom or Divine 15.
Powers: For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Vengeful Storm
Spell 6. Traits: Magic, Divine, Attack, Acid, Cold, Electricity. Check to acquire: Wisdom or Divine 14.
Powers: For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
World Wave
Spell 6. Traits: Magic, Arcane, Divine, Attack, Bludgeoning. Check to acquire: Intelligence, Arcane, Wisdom or Divine 15.
Powers: At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.