Clockwork Spy

Cogsnap - 勝20100's page

210 posts. Alias of 勝20100.


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Deck Handler | Gnome Alchemist

Hour Power: On your check, you may recharge a card to replace all d4s with d8s.

Reveal Aric’s Ring of Regeneration: random discard card: 1d5 ⇒ 1 The publican is recharged.
Give back the ring to Aric.

Explore and encounter Shield Guardian.

Shield Guardian:

None
Story Bane 4
Type: Monster
Traits:
Construct
Golem
Veteran
To Defeat:
Combat 12+##
Immune to Attack, Mental, and Poison.
Before acting, each local character suffers 2 Force damage.
On the check to defeat, subtract 1 for each die rolled.

Per scenario also has OR Arcane Craft 15+# to defeat.

BA: Discard Clockwork Librarian, Blessing of Norgorber.
Also affects Aric

Put Alkali Flask in Recovery instead of Golem Blight.
Reduce check difficulty vs Golem: 2d4 ⇒ (2, 4) = 6

Power adds a d6 vs Contruct, Use other power and recharge Javelin of Lightning to add another d6, Potion of Heroism adds a d6. Use AP power and recharge Golem Blight to add another d6 (non combat vs story bane). Remove 1 by dice rolled (bane power)
Craft 15+#−6=15: 1d10 + 5 + 4d6 - 5 ⇒ (9) + 5 + (1, 2, 2, 1) - 5 = 15

Success. Villain evades due to scenario rules.
I believe I cannot use Cogsnap power to draw an alchemical item as the monster is evaded instead of being defeated.

End turn

Potion of Heroism goes into recovery.
Potion of Heroism recovery, craft 11: 1d10 + 5 ⇒ (4) + 5 = 9
Alkali Flask recovery, craft 13: 1d10 + 5 ⇒ (7) + 5 = 12

Use power so they are discarded.

Draw 6 cards

Cogsnap wrote:

Hand: Ambrosia, Silver War Paint, Corrosion, Blast Stone (Core), Clockwork Butterfly, blue war paint, Potion of Focus

Displayed: Wyvern Poison,
Deck: 5 Discard: 8 Buried: 3
Current Location: Dungeons
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5D vs Grey Maiden Guard

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Bottled Lightning (Core), Steel Ibis Lamellar, The Publican, Javelin of Lightning, Golem Blight,
Discard Pile: Enervation, Blessing of Isis, Deathtrap in a Jar, Bottled Lightning, Clockwork Librarian, Blessing of Norgorber, Alkali Flask, Potion of Heroism,
Buried Pile: Flask Thrower, Blackfingers, Clockwork Owl,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

During Aric’s turn:

Receive a ring of Regeneration.

2 force damage: Bury Steel Isis Lamellar to reduce it by 5.
Try to recharge it: Potion of Heroism adds a d6
Craft 9: 1d10 + 5 + 1d6 ⇒ (10) + 5 + (5) = 20
The armor is recharged.


Deck Handler | Gnome Alchemist

Achaekek's Claws: Before acting against a story bane monster, draw 1 card then discard 1 card.

Free explore:

Caves Card 1: Crematory Blast:

CotCT
Barrier 5
Traits:
Fire
Trap
To Defeat:
Intelligence
Perception 10
OR Constitution
Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.

Choosing not to let Aric handle the barrier.
Power adds a d6 vs Trap. Potion of Heroism adds another d6.
Intelligence 10: 1d10 + 3 + 2d6 ⇒ (4) + 3 + (2, 4) = 13
Barrier is defeated so it gets banished.

Recharge Clockwork Butterfly to examine next card: Orc Rager. Not an ally or blessing, no exploration.

Put Deathtrap in a Jar in recovery to explore.

Caves Card 2: Orc Rager:

CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.

Put Bottled Lightning (Core) in recovery to ignore BA powers. Use power to put Bottled Lightning instead.

Put Potion of Focus in recovery after playing Bottled Lightning (Core). Power and potion of Heroism both add a d6.
Combat 10+##=22: 1d10 + 5 + 3d8 + 2d6 ⇒ (4) + 5 + (3, 8, 2) + (6, 6) = 34
Defeated. Use power after defeating monster, recharging blue war paint to draw a new Alchemical/Liquid item: Wyvern Poison (from random)

Display Wyvern Poison.

End turn:
Put Bottled Lightning (Core) in recovery instead of Potion of Heroism.
Choose to fail recovery deathtrap in a jar, use power so that it is discarded
recovery Bottled Lightning: 1d10 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10
Use power so that it is discarded
recovery Potion of Focus: 1d10 + 5 + 1d6 ⇒ (1) + 5 + (5) = 11
Recharged
recovery Bottled Lightning (Core): 1d10 + 5 + 1d6 ⇒ (9) + 5 + (1) = 15
Recharged

Draw 6 cards.

Cogsnap wrote:

Hand: Blessing of Norgorber, Clockwork Librarian, Alkali Flask, Steel Ibis Lamellar, Javelin of Lightning, Ambrosia, Golem Blight

Displayed: Potion of Heroism, Wyvern Poison,
Deck: 6 Discard: 5 Buried: 3
Current Location: Caves
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5D vs Grey Maiden Guard

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Silver War Paint, Corrosion, Blast Stone (Core), Clockwork Butterfly, blue war paint, Potion of Focus, Bottled Lightning (Core),
Discard Pile: The Publican, Enervation, Blessing of Isis, Deathtrap in a Jar, Bottled Lightning,
Buried Pile: Flask Thrower, Blackfingers, Clockwork Owl,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Hour Power: When you would bury a boon, succeed at its check to acquire or banish it instead.

Display Potion of Heroism.

Move to Caves.

Caves Card 1: Palace Patrols:

CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard
3-4. Red Mantis Assassin
5-6. Ileosa's Fury

This barrier is defeated only if you defeat your encounter.

random story bane: 1d6 ⇒ 1 Grey Maiden Guard

Combat 11+## OR Charisma Diplomacy 6+#

Recharge Blessing of Isis to add a die. Use ap power reward and recharge silver war paint to add a die.

Charisma 12: 4d6 ⇒ (1, 2, 3, 4) = 10

Use accessory reroll to reroll the 1

Charisma 12: 9 + 1d6 ⇒ 9 + (6) = 15

Defeated Monster.
Use power and recharge Corrosion to draw a new alchemical item: Blue War Paint (from random).

Defeated barrier due to defeating my story bane.

Aric and Ramexes needs to deal with the barrier too. In case help is needed, I have blue war paint, golem blight, deathtrap in a jar and blast stone (core) in hand. I’d like to keep an alchemical card in hand to avoid discarding potion of heroism.

End turn

Put Blast Stone (Core) into recovery instead of Potion of Heroism.

Recovery Blast Stone (Core) 1d10 + 5 + 1d6 ⇒ (7) + 5 + (4) = 16 recharged

Cogsnap wrote:

Hand: blue war paint, Golem Blight, Deathtrap in a Jar, Potion of Focus, Bottled Lightning, Clockwork Butterfly, Bottled Lightning (Core)

Displayed: Potion of Heroism,
Deck: 8 Discard: 3 Buried: 3
Current Location: Caves
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5D vs Grey Maiden Guard

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Norgorber, Clockwork Librarian, Alkali Flask
Recharged: Steel Ibis Lamellar, Javelin of Lightning, Ambrosia, Silver War Paint, Corrosion, Blast Stone (Core),
Discard Pile: The Publican, Enervation, Blessing of Isis,
Buried Pile: Flask Thrower, Blackfingers, Clockwork Owl,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Discard The Publican to explore.

Chambers Card 2: Henchman Proxy A3 / Accuser Devils / Closing:

Story Bane
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.

Before acting: 1 acid damage. Discard Enervation.

Bury Javelin of Lightning to use Ranged+2d6+1. Power adds a d6. The publican blesses.

Combat 14: 1d8 + 4 + 2d6 + 1 + 1d6 + 1d8 ⇒ (1) + 4 + (2, 3) + 1 + (1) + (5) = 17
Defeated.

Arcane 14 to recharge Javelin of Lightning: 2d10 + 4 ⇒ (10, 3) + 4 = 17
Recharged.

Use power after defeating a monster, recharge Ambrosia. Draw Silver War Paint (from random).

The publican blesses (or if that does not apply anymore, discard Blessing of Isis to bless).
Closing Dexterity 5+#=11: 2d8 + 3 ⇒ (7, 3) + 3 = 13
Location closed.

Go to Dungeons.

Draw 4 cards.

Cogsnap wrote:

Hand: Blessing of Isis, Silver War Paint, Golem Blight, Deathtrap in a Jar, Potion of Heroism, Corrosion, Blast Stone (Core)

Displayed:
Deck: 10 Discard: 2 Buried: 3
Current Location: Dungeons
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5D

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Norgorber, Clockwork Butterfly, Bottled Lightning, Potion of Focus, Alkali Flask, Bottled Lightning (Core), Clockwork Librarian
Recharged: Steel Ibis Lamellar, Javelin of Lightning, Ambrosia,
Discard Pile: The Publican, Enervation,
Buried Pile: Flask Thrower, Blackfingers, Clockwork Owl,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Master of Masters: On your check, you may reroll any dice showing 1.

Move to Chambers.

Explore and encounter:

Paralytic Pulse:

CotCT
Barrier 6
Traits:
Trap
Trigger
To Defeat:
Wisdom 15
OR Disable 13
When examined, move to this barrier's location and encounter it.
After acting, a random local character summons and encounters the danger.
If undefeated, each local character suffers the scourge Exhausted.

Power adds a d6 vs Trap. Use other power and recharge Steel Ibis Lamellar to add a d6.

Disable 13: 1d8 + 6 + 2d6 ⇒ (4) + 6 + (1, 4) = 15
Defeated.

After acting: random local character (Cogsnap, Aric, Ramexes): 1d3 ⇒ 2


Deck Handler | Gnome Alchemist

Loot:

Golem Blight replaces Liquid Persuasion.
Enervation replaces Quickened Ray.

AP Powers: leave Tangleburn Bag.

Start at Caves.

Draw starting hand then deal with Impoverished.

Cogsnap wrote:

Hand: The Publican, Blessing of Isis, Steel Ibis Lamellar, Enervation, Ambrosia, Javelin of Lightning, Golem Blight

Displayed:
Deck: 11 Discard: 0 Buried: 3
Current Location: Caves
Hero Points: 4
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5D

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Butterfly, Blast Stone (Core), Blessing of Norgorber, Bottled Lightning (Core), Corrosion, Alkali Flask, Potion of Focus, Deathtrap in a Jar, Bottled Lightning, Clockwork Librarian, Potion of Heroism
Recharged:
Discard Pile:
Buried Pile: Flask Thrower, Blackfingers, Clockwork Owl,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Scenario rewards

Save the hero point. (unless I can spend it on the extra skill pick)

Loot: Might be interested in Golem Blight. Not interested in Serithial or Third Eye.

Deck upgrade preferences: None. I don’t see anything useful.

Adventure reward: choose skills.


Deck Handler | Gnome Alchemist

Abadar's Law

No move
Harrow of Keys: bury Deathtrap in a Jar.

Explore and encounter villain:

Lysanar:

Story Bane 5
Monster
Traits: Human Wizard
To Defeat: Combat 15+##
Before acting, succeed at an Arcane, Constitution or Fortitude 13+# check or subtract 1d4 for each die rolled from your check to defeat.
If undefeated, display the Onslaughts wildcard Withering.

Before acting:
Potion of Heroism adds a d6. Put Potion of Focus in recovery to add Craft. Use adventure path power and recharge Steel Ibis Lamellar to add a d6 on the non-combat check against the story bane.
Arcane 13+#=18: 1d10 + 4 + 1d6 + 1d10 + 5 + 1d6 ⇒ (5) + 4 + (6) + (4) + 5 + (6) = 30

Combat check:

Put Enervation in recovery to reduce difficulty by 2d4 ⇒ (1, 2) = 3.
Put Bottled Lightning (Core) in recovery to use Craft+3d8
Potion of heroism adds a d6.
Freely recharge Blackfingers to bless. Aric discard a blessing to bless
Recharge Clockwork Librarian to add 2d8 to int check.

Combat 15+##-3=22: 1d10 + 5 + 3d8 + 1d6 + 1d10 + 1d10 + 2d8 ⇒ (3) + 5 + (2, 2, 8) + (6) + (5) + (3) + (6, 5) = 45
Defeated.


Deck Handler | Gnome Alchemist

On Aric’s turn, discarded Blessing of Isis.

The Eternal Rose: When you encounter a monster, you may evade it.

Move to avoid triggering Harrow of Keys: Chambers

Free explore:

Chambers Card 1: Eternal Glyphs:

CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.

Potion of Heroism adds a d6. Power adds a d6 vs Trap. Put Corrosion in recovery to add a die.
Disable 12: 1d8 + 5 + 2d6 + 1d8 ⇒ (5) + 5 + (3, 5) + (5) = 23
Barrier is defeated and banished.

Put Deathtrap in a Jar in recovery to explore (also adding a die on Disable checks).

Chambers Card 2: Fangs of Diomazul:

CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.

Deathtrap in a Jar added a die, Potion of Heroism adds a d6, Power adds a d6 vs Trap.
Disable 11: 2d8 + 5 + 2d6 ⇒ (2, 1) + 5 + (2, 3) = 13
Defeated and banished.

End turn:
Put Alkali Flask in recovery instead of Potion of Heroism
recovery Corrosion, arcane 9: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (5) = 18 recharged
Deathtrap in a Jar, craft 10: 1d10 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10 No other alchemical card, get banished, use power so that it is discarded.
Alkali Flask, craft 13: 1d10 + 5 + 1d6 ⇒ (4) + 5 + (5) = 14 recharged

Draw 4 cards.

Cogsnap wrote:

Hand: Enervation, Steel Ibis Lamellar, Bottled Lightning, Blast Stone (Core), Potion of Focus, Clockwork Librarian, Blackfingers

Displayed: Potion of Heroism, Bloodroot Poison,
Deck: 9 Discard: 4 Buried: 0
Current Location: Chambers
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5D

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Flask Thrower, Liquid Persuasion, Blessing of Norgorber, Clockwork Butterfly, Ambrosia, Clockwork Owl, Bottled Lightning (Core), Corrosion, Alkali Flask,
Discard Pile: Fate-reader Lenses, The Publican, Blessing of Isis, Deathtrap in a Jar,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Asmodeus's Tyranny: When you fail a check, you may bury your hand and discards to reroll.

Move to Vault of the Sleepers.

Explore and encounter known Foes On All Sides. Encounter Ancient Skeleton at difficulty +#

Before acting: recharge Blessing of Norgorber.

Banish Javelin of Lightning to use Ranged + 6d6+3, potion of heroism adds a d6
Combat 11+###=26: 1d8 + 3 + 6d6 + 3 + 1d6 ⇒ (7) + 3 + (2, 6, 6, 1, 3, 5) + 3 + (5) = 41
On defeating, use power and recharge Clockwork Butterfly to draw a new liquid/alchemical item: Bloodroot Poison (random #1)

Danger defeated so the barrier is defeated too.

Display Bloodroot Poison.

Discard The Publican to explore:

Vault of the Sleepers Card 2: Brawl:

Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.

BA: no other local character.
Potion of Heroism adds a d6. Use power, recharging Ambrosia, to add a d6 vs the barrier
Dexterity 4+#=9: 1d8 + 2 + 2d6 ⇒ (5) + 2 + (6, 4) = 17
Defeated.

End turn:
Use power to put Bottled Lightning (Core) in recovery instead of Potion of Heroism.
Potion of Heroism adds a d6, recharge Clockwork Owl to add 2d8
Recovery Bottled Lightning (Core), Craft 14: 1d10 + 5 + 6 + 2d8 ⇒ (4) + 5 + 6 + (6, 4) = 25 recharged
Draw 7 cards

Cogsnap wrote:

Hand: Enervation, Corrosion, Steel Ibis Lamellar, Alkali Flask, Clockwork Librarian, Deathtrap in a Jar, Blessing of Isis

Displayed: Potion of Heroism, Bloodroot Poison,
Deck: 11 Discard: 2 Buried: 0
Current Location: Vault of the Sleepers
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5D

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blast Stone (Core), Blackfingers, Bottled Lightning, Potion of Focus
Recharged: Flask Thrower, Liquid Persuasion, Blessing of Norgorber, Clockwork Butterfly, Ambrosia, Clockwork Owl, Bottled Lightning (Core),
Discard Pile: Fate-reader Lenses, The Publican,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

The Survivor: At the start of your turn, you may recharge any number of cards then reset.

Not recharging anything.

Then Ramexes changes the hour and examine each location top card.

Move to Blood Pool. No Harrow of Keys damage due to moving.

Display Potion of Heroism.

Explore and encounter Fate-reader Lenses.
Potion of Heroism adds a die.

Arcane 8: 1d10 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 Acquired

Discard Fate-reader Lenses to examine top 3 cards in location:
- Villain Proxy V1
- Hippogriff Fledgling
- Evoker

With the villain found, I do not see the need to further explore.

End turn

Put Liquid Persuasion in recovery instead of Potion of Heroism by using a power.

Recovery Liquid Persuasion, craft 11: 1d10 + 5 + 1d6 ⇒ (1) + 5 + (5) = 11 recharged

Draw 2 cards.

Cogsnap wrote:

Hand: The Publican, Blessing of Norgorber, Javelin of Lightning, Clockwork Butterfly, Clockwork Owl, Ambrosia, Bottled Lightning (Core)

Displayed: Potion of Heroism,
Deck: 13 Discard: 1 Buried: 0
Current Location: Blood Pool
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5D

Deck, Discard, Buried:

Reloaded: Clockwork Librarian, Enervation,
Middle of Deck (Unknown Order): Alkali Flask, Blessing of Isis, Blast Stone (Core), Steel Ibis Lamellar, Corrosion, Potion of Focus, Bottled Lightning, Blackfingers, Deathtrap in a Jar
Recharged: Flask Thrower, Liquid Persuasion,
Discard Pile: Fate-reader Lenses,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Replace Quickened Ray by enervation.

Set extra item Tangleburn Bag aside.

Start at Vault of the Sleepers.

Draw hand then look at 5 next cards. Recharge Flask Thrower.

Cogsnap wrote:

Hand: The Publican, Blessing of Norgorber, Javelin of Lightning, Potion of Heroism, Clockwork Butterfly, Liquid Persuasion, Clockwork Owl

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Vault of the Sleepers
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5D

Deck, Discard, Buried:

Reloaded: Ambrosia, Bottled Lightning (Core), Clockwork Librarian, Enervation,
Middle of Deck (Unknown Order): Blast Stone (Core), Blackfingers, Blessing of Isis, Steel Ibis Lamellar, Potion of Focus, Deathtrap in a Jar, Bottled Lightning, Corrosion, Alkali Flask
Recharged: Flask Thrower,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

7-5C: The Vault of the Sleepers

XP: 3rd at tier 5.

Hero Point: Skill Feat: Intelligence +2 to +3

Not interested in the loot.

Flame Cannon was banished, Cogsnap is missing a weapon card. Replace by a card #−3 Javelin of Lightning (Item 2)

Card upgrade

1. Blessing 5 to get a Blessing 4: replace Desna's Freedom by Blessing of Norgorber


Deck Handler | Gnome Alchemist

Receive Druid of the Flame

The Big Sky: Hour Power: At the start of your turn, you may remove 1 of your scourges.
No scourge to remove.

Encounter Cursed Statue in free exploration.
Use power and recharge Clockwork Butterfly to add a d6 vs barrier. Ramexes Embiggen Cogsnap
Disable 10: 1d12 + 5 + 1d10 ⇒ (4) + 5 + (1) = 10
Success

Discard The Publican to explore:

Vault of the Sleepers Card 2: Baykok:
CotCT
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

No the first exploration of my turn, no damage.
Put Wand of Enervation in recovery to reduce difficulty: 2d4 ⇒ (4, 1) = 5

Reveal Flask Thrower to use Ranged+d6; additionally discard Potion of Focus to add 2d6 and the item’s traits; power adds a d6 to Ranged/Alchemical checks
Combat 21−5=16: 1d12 + 3 + 4d10 ⇒ (7) + 3 + (5, 7, 2, 9) = 33
Recharge Flask Thrower to draw a new alchemical/liquid item: Wyvern Poison. Display it.

Put Ambrosia in recovery to heal Aric 1d4 + 1 ⇒ (4) + 1 = 5 cards and remove up to 2 scourges.

Discard Ramexes’ Druid of the Flame to explore.

Vault of the Sleepers Card 3: Desna's Freedom:

Core
Blessing 1
Traits:
Deity: Desna
Divine
Veteran
When this is the hour: On each check, the first blessing played to bless may be played freely.
To Acquire:
Wisdom
Divine
Perception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.

Recharge Clockwork Owl to add 2d8 to Wisdom check. Embiggen improve the dice.
Wisdom 4+#=9: 1d10 + 2d12 ⇒ (3) + (4, 10) = 17
Acquired.

End turn:
Embiggen goes to recovery
Recovery Ambrosia: 1d10 + 4 ⇒ (10) + 4 = 14 Recharged!
Recovery Wand of Enervation: 1d10 + 3 ⇒ (7) + 3 = 10 discarded
Draw 6 cards.

Cogsnap wrote:

Hand: Bottled Lightning, Andashi, Liquid Persuasion, Blackfingers, Steel Ibis Lamellar, Corrosion, Desna's Freedom (acq)

Displayed: Bloodroot Poison, Silver War Paint (acq), Wyvern Poison,
Deck: 6 Discard: 12 Buried: 1
Current Location: Vault of the Sleepers
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5C

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flask Thrower, Blast Stone (Core)
Recharged: Alkali Flask, Clockwork Butterfly, Clockwork Owl, Ambrosia,
Discard Pile: Blessing of Isis, Deathtrap in a Jar, Clockwork Librarian, The Foreign Trader, Ambrosia (acq), Potion of Heroism, Enervation, Bottled Lightning (Core), The Publican, Potion of Focus, Ramexes’ Druid of the Flame, Wand of Enervation,
Buried Pile: Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

The Dance: When at least 3 types of boon are played on any check, a character may draw a card.

Free exploration:

Vault of the Sleepers Card 1: Ghoul:

Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.

Put Enervation in recovery to decrease difficulty by 2d4 ⇒ (3, 1) = 4
Put Alkali Flask in recovery instead of Bottled Lightning (Core). Power adds a d6.
Combat 11+##−4=17: 1d8 + 3 + 3d8 + 1d6 ⇒ (6) + 3 + (3, 8, 1) + (5) = 26
Banished, Harrow of Hammers does not trigger.
Recharge Steel Ibis Lamellar to draw a new random liquid/alchemical item: Silver War Paint

Recharge Clockwork Butterfly to examine top location card: Vault of the Sleepers Card 2: Wyvern. Not an ally or a blessing, so no encountering it.

Put Bottled Lightning (Core) in recovery instead of Ambrosia.
Healing: 1d4 + 1 ⇒ (1) + 1 = 2

Cogsnap is healed for 2: (Corrosion, Andashi). Deck shuffled.

Display Silver War Paint (acq).

End turn:
Recovery:
Enervation: 1d10 + 3 ⇒ (1) + 3 = 4 banished
Alkali Flask: 1d10 + 4 ⇒ (10) + 4 = 14 recharged
Bottled Lightning (Core): 1d10 + 4 ⇒ (2) + 4 = 6 banished
Use power so that cards are discarded instead of banished

Draw 5 cards.

Cogsnap wrote:

Hand: Flask Thrower, Ambrosia, Potion of Focus, Wand of Enervation, Clockwork Butterfly, The Publican, Clockwork Owl

Displayed: Bloodroot Poison, Silver War Paint (acq),
Deck: 8 Discard: 8 Buried: 1
Current Location: Vault of the Sleepers
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5C

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Corrosion, Andashi, Blackfingers, Bottled Lightning, Liquid Persuasion, Steel Ibis Lamellar, Blast Stone (Core)
Recharged: Alkali Flask,
Discard Pile: Blessing of Isis, Deathtrap in a Jar, Clockwork Librarian, The Foreign Trader, Ambrosia (acq), Potion of Heroism, Enervation, Bottled Lightning (Core),
Buried Pile: Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

First combat check:

I planned to use Bloodroot Poison and Wand of Enervation, but both are items. I also forgot to think about Harrow of Hammers.
Banish Flame Cannon and use Ranged +4d8, power add a d6.
Combat 9 (14): 1d8 + 3 + 4d8 + 1d6 ⇒ (3) + 3 + (2, 4, 3, 7) + (6) = 28
With Ramexes handling the two other combat and forgetting about the Dice from Potion of Heroism, the bane is defeated.
Use power and recharge Wand of Enervation to draw a new alchemical/liquid item.

Random has Ambrosia as number 3.

Put Ambrosia (acq) in recovery to heal 1d4 + 1 ⇒ (2) + 1 = 3

Cogsnap is healed for 3: (Alkali Flask, Bottled Lightning, Blackfingers). Deck shuffled.

End turn:
Potion of Heroism is put in recovery

Recovery Ambrosia (acq), craft 14: 1d10 + 4 ⇒ (8) + 4 = 12
Recovery Potion of Heroism, craft 11: 1d10 + 4 ⇒ (5) + 4 = 9
Use power so those cards are discarded instead.

Draw 5 cards.

Cogsnap wrote:

Hand: Flask Thrower, Enervation, Steel Ibis Lamellar, Ambrosia, Alkali Flask, Bottled Lightning (Core), Clockwork Butterfly

Displayed: Bloodroot Poison,
Deck: 8 Discard: 8 Buried: 1
Current Location: Vault of the Sleepers
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5C

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bottled Lightning, The Publican, Blast Stone (Core), Blackfingers, Wand of Enervation, Potion of Focus, Clockwork Owl, Liquid Persuasion
Recharged:
Discard Pile: Blessing of Isis, Andashi, Deathtrap in a Jar, Clockwork Librarian, Corrosion, The Foreign Trader, Ambrosia (acq), Potion of Heroism,
Buried Pile: Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

End of Ramexes turn:
Bottled Lightning (Core) recovery: 1d10 + 4 ⇒ (10) + 4 = 14 recharged!

The Wanderer: When a local character fails to acquire a boon, you may bury a card to encounter it

No move.

Free explore:

Vault of the Sleepers Card 1: Chimera:

Core
Monster 3
Traits:
Aberration
Chimera
To Defeat:
Combat 9
THEN Combat 10
THEN Combat 11
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.

Before acting, each local character suffers 1 Fire damage.
Affects also Ramexes and Aric

Reveal Steel Ibis Lamellar to reduce damage by 3.

Pausing to see if Ramexes can take some of those combat checks.


Deck Handler | Gnome Alchemist

Put Bottled Lightning in recovery to use ranged + 3d8, power adds a d6, put Corrosion in recovery to add a die
Combat 24: 1d8 + 3 + 3d8 + 1d6 + 1d8 ⇒ (8) + 3 + (1, 3, 2) + (5) + (4) = 26
Defeated, use power and recharge Flask Thrower to draw a new alchemical or liquid item. From random: Bloodroot Poison
Harrow of Hammers: discard deck’s top card.

Display Bloodroot Poison

End turn:

Recovery Potion of Focus: 1d10 + 4 ⇒ (9) + 4 = 13 Recharged
Recovery Bottled Lightning: 1d10 + 4 ⇒ (8) + 4 = 12 Use power so that it is discarded
Recovery Corrosion: 1d10 + 3 ⇒ (1) + 3 = 4 discarded

Draw 4 cards

Cogsnap wrote:

Hand: Flame Cannon, Steel Ibis Lamellar, Ambrosia, Bottled Lightning (Core), Wand of Enervation, Potion of Heroism, Ramexes’s Druid of the Flame

Displayed: Bloodroot Poison,
Deck: 8 Discard: 8 Buried: 1
Current Location: Spider Nest
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5C

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Butterfly, Enervation, Clockwork Owl, The Publican, Blast Stone (Core), Liquid Persuasion
Recharged: Flask Thrower, Potion of Focus,
Discard Pile: Blackfingers, Blessing of Isis, Andashi, Deathtrap in a Jar, Alkali Flask, Clockwork Librarian, Bottled Lightning, Corrosion,
Buried Pile: Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Remexes’s turn

Receive Druid of the Flame.

Issue: Bottled Lightning is not the core version and can not be used toto ignore BA.

Cogsnap’s turn

Sands of the Hour

Put Ambrosia in recovery, but use power to put Potion of Focus instead. Use Ramexes’ Blessing of Osiris to add a d4 to the healing.

Healing: 2d4 + 1 ⇒ (2, 1) + 1 = 4

Cogsnap is healed for 4: (Clockwork Owl, Bottled Lightning (Core), Enervation, Wand of Enervation). Deck shuffled.

Free exploration:

Ash Giant Zombie:

CotCT
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 24
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

Pause after detecting issue with the previous turn


Deck Handler | Gnome Alchemist

Orison

Give Blue War Paint to Ramexes.

No move.

Explore and encounter Wand of Enervation.
Potion of Heroism adds a d6. Recharge Clockwork Librarian to add 2d8
Arcane 10: 1d10 + 3 + 1d6 + 2d8 ⇒ (10) + 3 + (2) + (8, 4) = 27
Acquired, no hostile damage

Discard Blackfingers to explore.

Manananggal
Before acting: not a Harrow hour so encounter random ally with diplomacy:

Andachi:

CotCT
Ally 5
Traits:
Ghost
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Divine Boon
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.

Bury Desna’s Freedom to acquire.
The monster is defeated.
Put Enervation in recovery to lower the difficulty by 2d4 ⇒ (4, 2) = 6
Potion of Heroism adds a d6. Discard Blessing of Isis to add a die.
Combat 14: 3d6 ⇒ (1, 3, 4) = 8
Discard Steel Ibis Lamellar to reduce damage by 5
Craft 9 to recharge: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (3) = 14 recharged
Discard Andashi to remaining damage.
Harrow of Hammers: discard deck’s top card (Clockwork Owl)

Fail the second combat check, discard Wand of Enervation to damage and top deck card goes to discard too due to Harrow of Hammers.

Monster is defeated due to success on acquiring the ally.

End turn

Potion of Heroism goes to recovery
Enervation, Arcane 11: 1d10 + 3 ⇒ (5) + 3 = 8 discarded
Potion of Heroism, craft 11: 1d10 + 3 ⇒ (9) + 3 = 12 recharged
Draw 7 cards.

Cogsnap wrote:

Hand: Flask Thrower, Flame Cannon, Corrosion, Alkali Flask, Potion of Focus, Ambrosia, Bottled Lightning

Displayed:
Deck: 7 Discard: 8 Buried: 1
Current Location: Spider Nest
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5C

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Liquid Persuasion
Recharged: Clockwork Butterfly, The Publican, Blast Stone (Core), Clockwork Librarian, Steel Ibis Lamellar, Potion of Heroism,
Discard Pile: Bottled Lightning (Core), Blackfingers, Clockwork Owl, Blessing of Isis, Andashi, Wand of Enervation, Deathtrap in a Jar, Enervation,
Buried Pile: Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

On Ramexes’s turn, display Potion of Heroism next to Cogsnap.

Hour Power: On your Strength check, add 2.

No move

Explore and encounter

Spider Nest Card 1 (Cytillipede): Cytillipede:

CotCT
Monster 4
Traits:
Vermin
To Defeat:
Combat 16
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.

Potion of Heroism adds a d6.
Constitution 7: 2d6 ⇒ (1, 4) = 5
Use power to put Blast Stone (Core) in recovery instead of Bottled Lightning (Core), and use Craft +3d8. Potion of Heroism and power both add a d6.
Combat 16: 1d10 + 4 + 3d8 + 2d6 ⇒ (5) + 4 + (5, 5, 1) + (2, 5) = 27
Harrow of Hammers: beaten by 11, no discard
Use power and recharge The publican to draw a new alchemical/liquid item: Blue War Paint

End turn.
Use power to put Bottled Lightning (Core) in recovery instead of Potion of Heroism
recovery Blast Stone (Core): 1d10 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13 recharged
recovery Bottled Lightning (Core): 1d10 + 4 + 1d6 ⇒ (4) + 4 + (3) = 11 use power so that it is discarded
Draw 3 cards

Cogsnap wrote:

Hand: Enervation, Steel Ibis Lamellar, Blue War Paint, Clockwork Librarian, Desna's Freedom, Blessing of Isis, Blackfingers

Displayed: Potion of Heroism,
Deck: 13 Discard: 1 Buried: 0
Current Location: Spider Nest
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5C

Deck, Discard, Buried:

Reloaded: Clockwork Owl,
Middle of Deck (Unknown Order): Liquid Persuasion, Potion of Focus, Flame Cannon, Deathtrap in a Jar, Corrosion, Flask Thrower, Alkali Flask, Ambrosia, Bottled Lightning
Recharged: Clockwork Butterfly, The Publican, Blast Stone (Core),
Discard Pile: Bottled Lightning (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Replace Quickened Ray by loot Enervate.

From reward: extra item: set Tangleburn Bag aside.

Start at Spider Nest.

Cogsnap wrote:

Hand: Steel Ibis Lamellar, Potion of Heroism, Blast Stone (Core), Desna's Freedom, The Publican, Blessing of Isis, Bottled Lightning (Core)

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Spider Nest
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll unused in 7-5C

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackfingers, Deathtrap in a Jar, Enervation, Liquid Persuasion, Flask Thrower, Clockwork Owl, Potion of Focus, Ambrosia, Corrosion, Flame Cannon, Alkali Flask, Clockwork Librarian, Bottled Lightning, Clockwork Butterfly
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.

Examine 5 top card of deck. Recharge card #4, Clockwork Butterfly.

Reloaded: Clockwork Librarian, Clockwork Owl, Blackfingers, Enervation
Middle of Deck (Unknown Order): Potion of Focus, Ambrosia, Corrosion, Liquid Persuasion, Flame Cannon, Flask Thrower, Deathtrap in a Jar, Alkali Flask, Bottled Lightning
Recharged: Clockwork Butterfly


Deck Handler | Gnome Alchemist

Choosing skill feat to have it at +1 maximum.

Using Hero point to increase number of spell card.

Get a spell 5 to fill in the new slot. Get Quickened Ray (will be replaced by loot Enervate in most cases).


Deck Handler | Gnome Alchemist

Check 1 from Villain

Potion of heroism adds a d6, recharge Clockwork Librarian to add 2d8.

Arcane 3+#=8: 1d10 + 3 + 1d6 + 2d8 ⇒ (8) + 3 + (2) + (8, 7) = 28


Deck Handler | Gnome Alchemist

Fixing Cogsnap’s previous turn:

Received Druid of Flame previously.

The Publican was already discarded, used Druid of Flame instead to explore.

Cogsnap’s turn

The Big Sky
Hour Power: At the start of your turn, you may remove 1 of your scourges.
No scourge to remove.

Choose to fail the Wisdom check.

Ramexes plays Restoration and Cogsnap draws 2 cards.

Stay at Alley for now.

Explore and encounter Aerilaya.
Put Liquid Persuasion in recovery to add Craft, Potion of Heroism adds a d6.
Charisma 12: 1d6 + 1d10 + 4 + 1d6 ⇒ (6) + (6) + 4 + (2) = 18 Acquired.

Discard Desna's Freedom to move to Docks where Bloatmage is and explore.
Encounter known Inferno Trap.

Inferno Trap:

Core
Story Bane 1
Type: Barrier
Traits:
Fire
Trap
Veteran
To Defeat:
Dexterity
Acrobatics
Perception 8+#
OR Craft
Disable 6+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, each local character suffers 1d4 Fire damage.

BA: Discard Aerilaya to 1 fire damage.
Power adds a d6 vs Trap, Potion of heroism adds a d6. Use other power and recharge Flame Cannon to add another d6.
Disable 6+#=11: 1d8 + 5 + 3d6 ⇒ (7) + 5 + (4, 2, 4) = 22
Defeated, card is banished.

Put Deathtrap in a Jar in recovery to explore (adding 1 die to Disable checks)

Docks Card 2: Lamashtu's Madness:

Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.

Potion of Heroism adds a d6.
Arcane 5+#=10: 1d10 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16
Acquired.

Use Zellara to explore, recharging Blackfinger to reload her instead of burying.

Docks Card 3: Bloatmage:

None
Story Bane 0
Type: Monster
Traits:
Human
Wizard
Veteran
To Defeat:
Combat 6+##
OR Arcane 3+#
THEN Combat 9+##
OR Arcane 5+#
Resistant to Melee. Vulnerable to Poison.

Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.

Potion of Heroism adds a d6.
BA Dexterity 4+#=9: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7
Choose to discard from deck
1d4 ⇒ 4

Potion of Heroism adds a d6. Recharge Clockwork Owl to add 2d8
Arcane 3+#=8: 1d10 + 4 + 1d6 + 2d8 ⇒ (10) + 4 + (2) + (8, 8) = 32
Potion of Heroism adds a d6. Discard Lamashtu's Madness to double bless
Arcane 5+#=10: 3d10 + 4 + 1d6 ⇒ (9, 2, 9) + 4 + (1) = 25
Defeated. Use power and recharge Bottled Lightning Core 2 to draw a new alchemical/liquid item. None from random with the trait. From BR site: Bloodroot Poison, marked as acquired.
Villain escapes to Alley.

Location closes: Give Bloodroot Poison to Aric.
Cogsnap moves to Alley.

End turn:
Use power and put Blast Stone (Core) in recovery instead of Potion of Heroism.
Recovery Liquid Persuasion, craft 11: 1d10 + 5 + 1d6 ⇒ (1) + 5 + (5) = 11 recharged
Recovery Deathtrap in a Jar, craft 10: 1d10 + 5 + 1d6 ⇒ (7) + 5 + (5) = 17 No alchemical item in hand, use power so that it is discarded.
Recovery Blast Stone Core, craft 6: 1d10 + 5 + 1d6 ⇒ (1) + 5 + (2) = 8 recharged
Draw 7 cards

Cogsnap wrote:

Hand: Flask Thrower, Harrowing, Steel Ibis Lamellar, Potion of Focus, Bottled Lightning, Clockwork Librarian, Ambrosia 2

Displayed: Potion of Heroism,
Deck: 6 Discard: 13 Buried: 4
Current Location: Alley
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5B

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Flame Cannon, Blackfingers, Clockwork Owl, Bottled Lightning Core 2, Liquid Persuasion, Blast Stone (Core),
Discard Pile: Alkali Flask, Scrying, The Publican, Blessing of Isis, Druid of the Flame (received), Desna's Freedom, Aerilaya, Zellara, Bottled Lightning (Core), Clockwork Butterfly, Ambrosia, Lamashtu's Madness, Deathtrap in a Jar,
Buried Pile: Andachi, The Vision, Red War Paint, Enervation,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Retcon: Blessing of Abadar was available, so using it on the check.

Blessing of Abadar double bless, Potion of heroism adds a d6. Use power and recharge Steel Ibis Lamellar to add a d6 vs the barrier.
Intelligence 15: 3d10 + 2 + 2d6 ⇒ (4, 7, 7) + 2 + (4, 6) = 30
Defeated.
No hero point used, so 3 left. No damage so red war paint and enervation still in hand. And not dazed.

Quote:
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

No cards left in location.

Closing: bury red war paint.

Choose to draw a random buried boon. 1d4 ⇒ 3 Zellara. Bury Enervation.

Move to Alley.

The rest of the turn does not change, except Cogsnap draws 6 cards.
random not drawn card: 1d7 ⇒ 7 Clockwork Butterfly

Cogsnap wrote:

Hand: Flame Cannon, Liquid Persuasion, Bottled Lightning Core 2, Blast Stone (Core), Deathtrap in a Jar, Clockwork Owl, Zellara

Displayed: Potion of Heroism,
Deck: 12 Discard: 4 Buried: 4
Current Location: Alley
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5B

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bottled Lightning (Core), Clockwork Butterfly, Desna's Freedom, Blackfingers
Recharged: Ambrosia, Ambrosia 2, Flask Thrower, Clockwork Librarian, Harrowing, Potion of Focus, Steel Ibis Lamellar, Bottled Lightning,
Discard Pile: Alkali Flask, Scrying, The Publican, Blessing of Isis,
Buried Pile: Andachi, The Vision, Red War Paint, Enervation,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Sands of the Hour.

Give Keen Orcish Axe back to Ramexes.

Move to Tenement.
Choose to fail the Wisdom check (want to avoid triggering warning bells)

Explore and encounter

Lady Luck:

Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character.
To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.

Potion of Heroism adds a d6.
Wisdom 8: 1d8 + 1d6 ⇒ (4) + (2) = 6
Banished.

Discard The Publican to explore. Checks will be blessed.

Sawtooth Saber:

CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

Strength: 3d6 ⇒ (1, 4, 6) = 11
Banished.

Discard Blessing of Isis to explore

Tenement Card 3: Zellara:

CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.

Bury The Vision to acquire.
Bury Zellara to explore.

Warning Bells:

CotCT
Barrier 5
Traits:
Curse
Trigger
To Defeat:
Constitution
Fortitude 13
OR Intelligence
Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

Potion of heroism adds a d6. Use power and recharge Steel Ibis Lamellar to add a d6 vs the barrier. Unfortunately, nothing else to play on the check.
Intelligence 15: 1d10 + 2 + 2d6 ⇒ (1) + 2 + (4, 2) = 9
Use 1 hero point to reroll
Intelligence 15: 1d10 + 2 + 2d6 ⇒ (3) + 2 + (1, 5) = 11

Aric and Cogsnap suffer Mental damage: 1d4 ⇒ 2 and dazed
Discard Enervation and Red War Paint to damage

End of turn
Use power to put Bottled Lightning instead of Potion of Heroism in recovery.
Bottled Lightning recovery, craft 14: 1d10 + 4 + 1d6 ⇒ (10) + 4 + (1) = 15 Reload
Draw 7.

Cogsnap wrote:

Hand: Flame Cannon, Liquid Persuasion, Bottled Lightning Core 2, Blast Stone (Core), Deathtrap in a Jar, Clockwork Owl, Clockwork Butterfly

Displayed: Potion of Heroism,
Deck: 11 Discard: 6 Buried: 3
Current Location: Tenements
Hero Points: 2 // Cogsnap has the following scourges marked:
Dazed:
While Marked:
You may not examine locations.

If you explored this turn, you may not explore again.

If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.


NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5B

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bottled Lightning (Core), Desna's Freedom, Blackfingers
Recharged: Ambrosia, Ambrosia 2, Flask Thrower, Clockwork Librarian, Harrowing, Potion of Focus, Steel Ibis Lamellar, Bottled Lightning,
Discard Pile: Alkali Flask, Scrying, The Publican, Blessing of Isis, Red War Paint, Enervation,
Buried Pile: Andachi, The Vision, Zellara,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Fix previous turn: draw a new spell.
Forgot order of drawing new cards, so that’s between the new 6 cards: Flask Thrower, Potion of Focus, Clockwork Owl, Clockwork Librarian, The Vision, The Publican
1d6 ⇒ 2 No clockwork Owl
Random spell 1 is Scrying

Nethys's Duality
Hour Power: On your check against a spell, add 1d4.

Move to office.
Automatically fail the Wisdom 8 check.

Explore and encounter Bloatmage.
Potion of Heroism adds a d6. Discard The Vision and pick 1.
BA Dexterity 4+#=9: 1d8 + 2 + 1d6 + 1d8 ⇒ (8) + 2 + (5) + (8) = 23
Potion of Heroism adds a d6. Use adventure power and recharge Flask Thrower to add a d6.
Arcane 3+#=8: 1d10 + 3 + 2d6 ⇒ (10) + 3 + (3, 4) = 20
Potion of Heroism adds a d6. Recharge Clockwork Librarian to add 2d8.
Arcane 5+#=10: 1d10 + 3 + 1d6 + 2d8 ⇒ (9) + 3 + (1) + (2, 3) = 18
Defeated, the villain goes back to Alley.
Draw a new spell: Harrowing
Use power and recharge Harrowing to draw a new Liquid/Alchemical item: Red War Paint

Location closes. No ally to give.
Move to Dock.

Put Scrying in recovery to examine alley. Choose monster. To be handled after BR reshuffle (simpler)

End of turn:
Put Potion of Focus in recovery instead of Potion of Heroism.
Recovery Potion of Focus, craft 10: 1d10 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11 Recharged.
Recovery Scrying, arcane 16: 1d10 + 3 + 1d6 + 4 ⇒ (3) + 3 + (1) + 4 = 11 Discarded.
Draw 3.

Cogsnap wrote:

Hand: Enervation, Steel Ibis Lamellar, Bottled Lightning, Red War Paint, The Vision, The Publican, Blessing of Isis

Displayed: Potion of Heroism,
Deck: 16 Discard: 2 Buried: 1
Current Location: Office
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5B

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Butterfly, Bottled Lightning Core 2, Blast Stone (Core), Clockwork Owl, Liquid Persuasion, Desna's Freedom, Blackfingers, Deathtrap in a Jar, Flame Cannon, Bottled Lightning (Core)
Recharged: Ambrosia, Ambrosia 2, Flask Thrower, Clockwork Librarian, Harrowing, Potion of Focus,
Discard Pile: Alkali Flask, Scrying,
Buried Pile: Andachi,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

The Wanderer.
Hour Power: When a local character fails to acquire a boon, you may bury a card to encounter it.

Move: to Alley

Display Potion of Heroism.

Ramexes displays Embiggen next to Cogsnap.

Explore and encounter known Bloadmage

Bloatmage:

None
Story Bane 0
Type: Monster
Traits:
Human
Wizard
Veteran
To Defeat:
Combat 6+##
OR Arcane 3+#
THEN Combat 9+##
OR Arcane 5+#
Resistant to Melee. Vulnerable to Poison.

Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.

BA Dexterity 4+#=9: 1d12 + 2 + 1d10 ⇒ (10) + 2 + (1) = 13
Discard Blessing of Isis to bless
Arcane 3+#=8: 2d12 + 3 + 1d10 ⇒ (6, 8) + 3 + (6) = 23
Discard Blackfingers to bless
Arcane 5+#=10: 2d12 + 3 + 1d10 ⇒ (2, 12) + 3 + (9) = 26
On defeating, recharge Clockwork Butterfly to draw a new alchemical item: (from br site) Ambrosia. Marked as acquired.

Bloatmage escapes to another location, Alley closes. No ally to give.

Move to Tenement when Alley closes, or Ramexes location if he goes somewhere else.

Play Ambrosia 2 on Ramexes.
Heal: 1d4 + 1 ⇒ (4) + 1 = 5
Play Ambrosia on Cogsnap
Heal: 1d4 + 1 ⇒ (4) + 1 = 5

End turn:
Put Alkali Flask in recovery instead of Potion of Heroism
Embiggen is banished

Ambrosia recovery, craft 14: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (3) = 14 Recharged
Ambrosia 2 recovery, craft 14: 1d10 + 4 + 1d6 ⇒ (8) + 4 + (4) = 16 Recharged
Alkali Flask recovery, craft 13: 1d10 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 Use power so that it is discarded
Draw 6

Cogsnap wrote:

Hand: Flask Thrower, Steel Ibis Lamellar, Potion of Focus, Clockwork Owl, Clockwork Librarian, The Vision, The Publican

Displayed: Potion of Heroism,
Deck: 14 Discard: 1 Buried: 1
Current Location: ?
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5B

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Isis, Bottled Lightning Core 2, Deathtrap in a Jar, Bottled Lightning, Enervation, Flame Cannon, Blackfingers, Bottled Lightning (Core), Desna's Freedom, Liquid Persuasion, Clockwork Butterfly, Blast Stone (Core)
Recharged: Ambrosia, Ambrosia 2,
Discard Pile: Alkali Flask,
Buried Pile: Andachi,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Hour Power: The Savored Sting: On your checks while you avenge, bless.

Move to 2 Tenement

Explore and encounter known The Vision
Put Potion of recovery to add craft to the check, use power and put Bottled Lightning Core 2 instead
Arcane 4+#=9: 1d10 + 3 + 1d10 + 4 ⇒ (9) + 3 + (9) + 4 = 25
Acquired

Discard the vision and examine own location card and also office top card:

Tenement card 2: Warning Bells.
Trigger!
Mental Damage: 1d4 ⇒ 1 (Flask Thrower) and Dazed.
Office card 1: Locked Door

Dazed prevent exploring.

Put Ambrosia in recovery, heal 1d4 + 1 ⇒ (1) + 1 = 2 and remove Dazed ; use power and put Bottled Lightning (Core) in recovery instead.

Discard Desna’s Freedom to move to Office and encounter examined Locked Door.
Put potion of focus in recovery to add craft
Disable 6+#=11: 1d8 + 5 + 1d10 + 4 ⇒ (2) + 5 + (6) + 4 = 17
Barrier banished.

End turn
recovery Bottled Lightning Core 2: 1d10 + 4 ⇒ (10) + 4 = 14
recovery Bottled Lightning (Core): 1d10 + 4 ⇒ (10) + 4 = 14
recovery Potion of Focus: 1d10 + 4 ⇒ (7) + 4 = 11
All three recharged

Cogsnap wrote:

Hand: Steel Ibis Lamellar, Ambrosia, Potion of Heroism, Clockwork Butterfly, Blessing of Isis, Alkali Flask, Blackfingers

Displayed:
Deck: 12 Discard: 3 Buried: 1
Current Location: Office
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5B

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bottled Lightning, Deathtrap in a Jar, Clockwork Librarian, The Publican, Clockwork Owl, Liquid Persuasion, Blast Stone (Core), Enervation, Flame Cannon
Recharged: Bottled Lightning Core 2, Bottled Lightning (Core), Potion of Focus,
Discard Pile: The Vision, Flask Thrower, Desna's Freedom,
Buried Pile: Andachi,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

Ramexes' turn

Move to Docks on Alley close.

End of turn

Recovery Enervation: 1d10 + 3 ⇒ (9) + 3 = 12 Recharged
Recovery Blast Stone: 1d10 + 4 ⇒ (7) + 4 = 11 Recharged

Cogsnap’s turn

Hour: Sands of the Hour

Move to Office.
Fail the wisdom check.

Free exploration:

Dispelling Mist:

CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Dexterity
Disable 12
OR Arcane
Divine 15
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
* At the start and end of your turn, recharge a random Magic boon.
* When this location is closed, banish this barrier.

Power adds a d6 vs Trap, use other power to add a d6, recharging Flame Cannon
Disable 12: 1d8 + 5 + 2d6 ⇒ (7) + 5 + (3, 5) = 20
Defeated, card is banished.

Bury Andachi to explore

Office Card 2: Ruan Mirukova:

CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.

Only a d6 in Charisma, automatically fail the check.
Boon is banished.

End turn:

Draw 3 cards

Cogsnap wrote:

Hand: Flask Thrower, Steel Ibis Lamellar, Bottled Lightning Core 2, Ambrosia, Potion of Focus, Bottled Lightning (Core), Desna's Freedom

Displayed:
Deck: 12 Discard: 2 Buried: 1
Current Location: Office
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5B

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Alkali Flask, Deathtrap in a Jar, Blessing of Isis, Liquid Persuasion, Potion of Heroism, Clockwork Butterfly, Bottled Lightning, Clockwork Owl
Recharged: Clockwork Librarian, Enervation, Blast Stone (Core), Flame Cannon,
Discard Pile: The Publican, Blackfingers,
Buried Pile: Andachi,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

The Demon's Lantern: On your check against a barrier, the difficulty is increased by 3.

Move to Alley, avoiding Harrow of Keys
Scenario: Fail Wisdom 8.

Free explore:

Wayfinder:

Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

Fail Wisdom 10.

Discard The Publican to explore, blessing any checks.

Alley Card 2: Emperor Cobra:

CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.

Reveal Flask Thrower to use Ranged+d6.
Combat 13: 2d8 + 3 + 1d6 ⇒ (2, 2) + 3 + (6) = 13
Discard Blackfingers to bless the AA check.
AA Constitution 9: 3d6 ⇒ (2, 2, 4) = 8
Use product reroll
AA Constitution 9: 6 + 1d6 ⇒ 6 + (5) = 11
Monster Banished.
Use power and recharge Clockwork Librarian to acquire a new Alchemical/Liquid Item: Nothing from random:
Bottled Lightning:

CotCT Item 4
Traits: Alchemical Attack Electricity Liquid Ranged
To Acquire: Intelligence Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card.

Marked as acquired on BR site

End turn
Draw 2 cards

Cogsnap wrote:

Hand: Flame Cannon, Flask Thrower, Enervation, Bottled Lightning Core 2, Blast Stone (Core), Steel Ibis Lamellar, Ambrosia

Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: Alley
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5B

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bottled Lightning, Clockwork Butterfly, Blessing of Isis, Potion of Heroism, Deathtrap in a Jar, Alkali Flask, Bottled Lightning (Core), Clockwork Owl, Liquid Persuasion, Desna's Freedom, Potion of Focus
Recharged: Clockwork Librarian,
Discard Pile: The Publican, Blackfingers,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait ☑ or any barrier and ignore its immunities.


Deck Handler | Gnome Alchemist

7-5A: The Chambers of Truth

Scenario rewards

Add an ally 5.
Choose a bonus deck upgrade.

Hero point: power feat: …☑ or any barrier…

Deck upgrade

1. Ally 5: 1d1000 ⇒ 926 Clockwork Librarian
2. Item 5: 1d1000 ⇒ 311 Bottled Lightning

AP Power: banish The Locksmith and replace it with level 3 Blessing of Isis


Deck Handler | Gnome Alchemist

Irori's Mastery
Hour Power: On your blessed check, you may reroll any dice showing 1.

Free exploration: encounter

Crypt Card 1: Gray Maiden Footsoldier:

CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.

Put Blast Stone (Core) in recovery instead of Bottled Lightning (Core) 2.
Combat 10+##=20: 1d10 + 4 + 3d8 + 2d6 ⇒ (5) + 4 + (7, 6, 8) + (1, 6) = 37
Defeated. Recharge Vindicator to draw a new Alchemical/liquid item: Ambrosia (random #2)

Put Ambrosia 2 in recovery to heal.
Healing: 1d4 + 1 ⇒ (4) + 1 = 5

Put Deathtrap in a Jar in recovery to explore:

Crypt Card 2: Azer:

Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.

Put Bottled Lightning (Core) 2 in recovery to use Craft+3d8. Power adds a d6 on ranged alchemical checks. Potion of Heroism adds a d6.
Combat 11+##=21: 1d10 + 4 + 3d8 + 2d6 ⇒ (6) + 4 + (8, 5, 6) + (3, 1) = 33
Use power and recharge Ambrosia to draw a new Alchemical/Liquid Item: Blue War Paint again.
After acting fire damage: 1d4 - 1 ⇒ (3) - 1 = 2
Reveal Steel Ibis Lamellar to reduce fire damage by 3 (reduced to 0).

Display Blue War Paint 2.

End of turn
Potion of Heroism goes into recovery.
Blast Stone (Core), craft 6: 1d10 + 4 ⇒ (3) + 4 = 7 Recharged
Ambrosia 2, craft 14: 1d10 + 4 ⇒ (5) + 4 = 9 use power so that it is discarded
Deathtrap in a Jar, craft 10: 1d10 + 4 ⇒ (10) + 4 = 14 no alchemical card in hand, use power so that it is discarded
Bottled Lightning (Core) 2, craft 14: 1d10 + 4 ⇒ (10) + 4 = 14 recharged
Potion of Heroism, craft 11: 1d10 + 4 ⇒ (2) + 4 = 6 use power so that it is discarded
Draw 6 cards.

Cogsnap wrote:

Hand: Vindicator, Dragonbane Greatsword, Steel Ibis Lamellar, Bloodroot Poison, Clockwork Owl, Blackfingers, druid of the flame

Displayed: Blue War Paint, Wyvern Poison, Blue War Paint 2,
Deck: 14 Discard: 6 Buried: 3
Current Location: Crypt
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5A turn 9 vs Screaming Lock

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Silver War Paint, Alkali Flask, Venomous Dagger, Corrosion, Tangleburn Bag, The Publican, Flask Thrower, Flame Cannon, Clockwork Servant (Core), Death's Touch, Potion of Focus
Recharged: Ambrosia, Blast Stone (Core), Bottled Lightning (Core) 2,
Discard Pile: The Locksmith, Mistform, Bottled Lightning (Core), Ambrosia 2, Deathtrap in a Jar, Potion of Heroism,
Buried Pile: Clockwork Butterfly, Smoke Bomb, Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Hayato’s turn

Encountering danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Power adds a d6 vs Construct. Potion of Heroism adds a d6. Put Corrosion in recovery to add a die vs Construct monster. Use power and recharge Dragonbane Greatsword to add a d6.
Arcane 7+##=17: 2d10 + 3 + 3d6 ⇒ (2, 2) + 3 + (5, 6, 6) = 24
Defeated.
Monster power on defeating: Draw a new weapon: Random weapon 3 is Venomous Dagger.
On defeating, Cogsnap’s power: recharge Venomous Dagger to draw a new random alchemical item. From site, marked as acquired: Bloodroot Poison. Already acquired on my turn and I believe there’s a single card available so drawing again: Bottled Lightning. Marked as acquired.

End of Hayato’s turn:

Corrosion recovery, arcane 9: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (6) = 19 recharged.

Cogsnap wrote:

Hand: Vindicator, Steel Ibis Lamellar, Blast Stone (Core), Ambrosia, Deathtrap in a Jar, Bottled Lightning (Core) 2

Displayed: Blue War Paint, Potion of Heroism, Wyvern Poison,
Deck: 11 Discard: 8 Buried: 3
Current Location: Crypt
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5A turn 9 vs Screaming Lock

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Blackfingers, Clockwork Servant (Core), Alkali Flask, Clockwork Owl, Flame Cannon, Bloodroot Poison, Tangleburn Bag, Potion of Focus, Dragonbane Greatsword, Venomous Dagger, Corrosion,
Discard Pile: Flask Thrower, The Locksmith, Silver War Paint, Death's Touch, The Publican, druid of the flame, Mistform, Bottled Lightning (Core),
Buried Pile: Clockwork Butterfly, Smoke Bomb, Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Current Hour:
Gozreh's Growth:
Hour Power: On your check against an Animal or Elemental card, add 1d4.

Free explore: Hospice Card 1: Henchman Proxy A1

Screaming Lock:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

BA: each local character suffers 1 Mental damage that cannot be reduced.
Discard Mistform to mental damage.
Potion of Heroism adds a d6. Put Potion of Focus in recovery to add Craft; use power and put Tangleburn Bag in recovery instead.
Disable 8+#=13: 1d8 + 5 + 1d6 + 1d10 + 4 ⇒ (8) + 5 + (4) + (8) + 4 = 29
Defeated.

When Closing: Summon and defeat the story bane Queen's Physician.
Monster
Combat 11
or Fortitude Stealth 7
Potion of Heroism adds a d6. Put Potion of Focus in recovery to add Craft; use power and put Bottled Lightning (Core) in recovery instead.
Fortitude 7: 1d4 + 1d6 + 1d10 + 4 ⇒ (4) + (5) + (9) + 4 = 22
Defeated. Use power and recharge Flame Cannon to draw a new alchemical item: Bloodroot Poison. (item 3 from random)

When you would close a location, summon and encounter the danger; if it is undefeated, the location does not close.

Danger / Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Power adds a d6 vs Construct. Potion of Heroism adds a d6. Use power and recharge Bloodroot Poison to add a d6 vs the Construct.
Arcane 7+#=12: 1d10 + 3 + 3d6 ⇒ (2) + 3 + (6, 1, 5) = 17
Defeated.
From the bane power: draw new weapon, Dragonbane Greatsword (from random)
Use power and recharge Dragonbane Greatsword to draw a new alchemical item: Wyvern Poison from br site, marked as acquired.

Location closes, cards are going to get banished: choose not to look for Arcane Tome.
Location close power: No scourge to remove.
Move to Crypt.
Besieged: 1 ranged combat damage Reveal Steel Ibis Lamellar to reduce it by 3, to zero.

Display Wyvern Poison.

End turn:
Use power and put potion of focus in recovery instead of Potion of Heroism.
Tangleburn Bag, craft 11: 1d10 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 recharged
Bottled Lightning (Core), craft 14: 1d10 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13 use power so that it is discarded
Potion of Focus, craft 10: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (2) = 13 recharged!
Draw 4.

Cogsnap wrote:

Hand: Vindicator, Dragonbane Greatsword, Corrosion, Steel Ibis Lamellar, Blast Stone (Core), Ambrosia, Deathtrap in a Jar

Displayed: Blue War Paint, Potion of Heroism, Wyvern Poison,
Deck: 8 Discard: 7 Buried: 3
Current Location: Crypt
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5A turn 9 vs Screaming Lock

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Blackfingers, Clockwork Servant (Core), Alkali Flask, Clockwork Owl, Flame Cannon, Bloodroot Poison, Tangleburn Bag, Potion of Focus,
Discard Pile: Flask Thrower, The Locksmith, Silver War Paint, Death's Touch, The Publican, druid of the flame, Mistform,
Buried Pile: Clockwork Butterfly, Smoke Bomb, Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Vs the trap BA, Cogsnap adds a d6 vs the trap’s before acting check.
So Cogsnap is not dazed.

Discard Druid of the Flame to explore:

Mistform:

CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.


Recharge Clockwork Owl to add 2d8
Arcane 10: 1d10 + 4 + 1d6 + 2d8 ⇒ (8) + 4 + (4) + (7, 1) = 24
Acquired

Rest of the turn does not change.

Cogsnap wrote:

Hand: Mistform, Bottled Lightning (Core), Steel Ibis Lamellar, Flame Cannon, Potion of Focus, Tangleburn Bag, Ambrosia

Displayed: Blue War Paint, Potion of Heroism,
Deck: 8 Discard: 6 Buried: 3
Current Location: Hospice
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5A turn 9 vs Screaming Lock

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Deathtrap in a Jar, Vindicator, Blast Stone (Core), Corrosion, Blackfingers, Clockwork Servant (Core), Alkali Flask, Clockwork Owl,
Discard Pile: Flask Thrower, The Locksmith, Silver War Paint, Death's Touch, The Publican, druid of the flame,
Buried Pile: Clockwork Butterfly, Smoke Bomb, Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Cogsnap moves to Hospice.

Besieged: Reveal Steel Ibis Lamellar to reduce damage by 3, to 0.

Receive Druid of the Flame from Ramexes.

Cogsnap’s turn

The Lady of Mysteries
Hour Power: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

Display Potion of Heroism.

Explore and encounter known Wailing Maidens

Wailing Maidens:

CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

Potion of Heroism adds a d6.
BA: Constitution 8: 2d6 ⇒ (4, 3) = 7 Dazed
Potion of Heroism adds a d6, power adds a d6 vs Trap. Use power and recharge Blackfingers to add a d6.
Disable 13: 1d8 + 5 + 3d6 ⇒ (1) + 5 + (4, 2, 3) = 15 Defeated, barrier banished.

Dazed so impossible to explore again.

End turn:
Use power to put Alkali Flask in recovery instead of Potion of Heroism.
On the recovery check, recharge Clockwork Servant (Core) to add a d6.
Alkali Flask Recovery, Craft 13: 1d10 + 4 + 2d6 ⇒ (10) + 4 + (2, 1) = 17 recharged
Draw 4 cards

Cogsnap wrote:

Hand: Clockwork Owl, Steel Ibis Lamellar, Druid of the Flame, Flame Cannon, Potion of Focus, Tangleburn Bag, Ambrosia

Displayed: Blue War Paint, Potion of Heroism,
Deck: 8 Discard: 5 Buried: 3
Current Location: Hospice
Hero Points: 3 // Cogsnap has the following scourges marked:
Dazed:
While Marked:
You may not examine locations.

If you explored this turn, you may not explore again.

If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.


NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5A turn 9 vs Screaming Lock

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Bottled Lightning (Core), Deathtrap in a Jar, Vindicator, Blast Stone (Core), Corrosion, Blackfingers, Clockwork Servant (Core), Alkali Flask,
Discard Pile: Flask Thrower, The Locksmith, Silver War Paint, Death's Touch, The Publican,
Buried Pile: Clockwork Butterfly, Smoke Bomb, Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Hour Power: On your check to close or to guard, add 1d4.

No move.

Free exploration:

Laboratory Card 1: Henchman Proxy A3 / Screaming Lock:

Story Bane
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

BA: 1 mental damage; discard Flask Thrower.
Put Blast Stone in recovery to add 2d4 vs the Lock. Use AP power and recharge a card (Ambrosia) to add d6 vs the Story Bane.
Disable 8+#=13: 1d8 + 5 + 2d4 + 1d6 ⇒ (2) + 5 + (1, 2) + (1) = 11
Use accessory perk to reroll the d8
Disable 8+#=13: 1d8 + 9 ⇒ (4) + 9 = 13

About to close, so per scenario, encounter danger:

Clockwork Guardian:

Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

Power adds a d6 vs Constructs. Put Corrosion in recovery to add a die. Use power and recharge Bottled Lightning (Core) to add a d6. Use reward and recharge Deathtrap in a Jar to add a d6.
Arcane Knowledge 7+#=12: 2d10 + 3 + 3d6 ⇒ (9, 10) + 3 + (3, 5, 5) = 35
Defeated: draw a new weapon. From random: Vindicator.
Use power and recharge Vindicator to draw a new Liquid/Alchemical Item: Silver War Paint.
Banished.

Closing: Succeed at an Intelligence or Craft 5+# check.
Discard The Locksmith to bless. Hour power adds a d4
Craft 5+#=10: 2d10 + 4 + 1d4 ⇒ (1, 6) + 4 + (3) = 14
Closed.

Search the location for an Arcane Tome: none.
Mental damage: 1d4 ⇒ 3
Discard last card in hand, Silver War Paint.

When Permanently Closed: Keep Death’s Touch an try to acquire it
Arcane 11: 1d10 + 3 ⇒ (10) + 3 = 13

Location closed.

Move to Den Of Iniquity.
Discard Death’s Touch to Besieged.

End turn:
Blast Stone (Core) Recovery, craft 6: 1d10 + 4 ⇒ (10) + 4 = 14 recharged!
Corrosion Recovery, arcane 9: 1d10 + 3 ⇒ (9) + 3 = 12 recharged!
Draw 7 cards.

Cogsnap wrote:

Hand: Clockwork Servant (Core), Potion of Heroism, Clockwork Owl, Alkali Flask, Steel Ibis Lamellar, Blackfingers, The Publican

Displayed: Blue War Paint,
Deck: 9 Discard: 3 Buried: 3
Current Location: Den Of Iniquity
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll used in 7-5A turn 9 vs Screaming Lock

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flame Cannon, Potion of Focus
Recharged: Tangleburn Bag, Ambrosia, Bottled Lightning (Core), Deathtrap in a Jar, Vindicator, Blast Stone (Core), Corrosion,
Discard Pile: Flask Thrower, The Locksmith, Silver War Paint,
Buried Pile: Clockwork Butterfly, Smoke Bomb, Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
No blessing to discard so suffer Exhausted.

Put Tangleburn Bag in recovery instead of Ambrosia.
Ambrosia heals d4+1 cards and removes 2 scourges, getting rid of Poisoned and Exhausted.
Ambrosia healing: 1d4 + 1 ⇒ (3) + 1 = 4
Heal the 2 cards in discard.

Free explore:

Laboratory Card 1: Red War Paint:

CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

No Melee/Fortitude skill so fail the check.

Display Blue War Paint.

End turn:
Tangleburn Bag Recovery, craft 12: 1d10 + 4 ⇒ (9) + 4 = 13 recharged.
Draw 3 cards.

Cogsnap wrote:

Hand: Flask Thrower, Corrosion, Bottled Lightning (Core), Ambrosia, The Locksmith, Deathtrap in a Jar, Blast Stone (Core)

Displayed: Blue War Paint,
Deck: 10 Discard: 0 Buried: 3
Current Location: Laboratory
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll not used in 7-5A

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Potion of Heroism, Alkali Flask, Blackfingers, Clockwork Owl, Clockwork Servant (Core), Steel Ibis Lamellar, Potion of Focus, Flame Cannon, The Publican
Recharged: Tangleburn Bag,
Discard Pile:
Buried Pile: Clockwork Butterfly, Smoke Bomb, Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

1st turn

Hour: The Wind and the Waves
Not recharging a card to move.

No move.

Explore:

Laboratory Card 1: Obsession of Servitude:

CotCT
Barrier 5
Traits:
Curse
Task
To Defeat:
Intelligence
Perception 13
OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
The Publican recharged.

Recharge Clockwork Owl to add 2d8
Intelligence 13: 1d10 + 2 + 2d8 ⇒ (8) + 2 + (1, 3) = 14
Banished.

Discard The Locksmith to explore:

Hordemaster:

CotCT
Monster 5
Traits:
Undead
To Defeat:
Combat 22
Immune to Mental and Poison.

Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.

BA: Banish Bottled Lightning (Core) to ignore Before acting. Use power and put Deathtrap in a Jar in recovery instead.
Discard Alkali Flask to use Ranged +3d6, power adds a d6 due to ranged/alchemical. freely recharge Blackfingers to bless.
Combat 22: 2d8 + 3 + 4d6 ⇒ (5, 2) + 3 + (5, 4, 3, 2) = 24
Defeated. Use power and recharge Clockwork Servant (Core) to draw a new random Alchemical/Liquid item: Blue War Paint from random.

End of turn:
Recovery Deathtrap in a Jar: fail the check and use power to discard it.
Recovery Alkali Flask, Craft 13: 1d10 + 4 ⇒ (9) + 4 = 13 Recharged!
Draw 5 cards then deal with Poisoned scourge
random card: 1d7 ⇒ 6 The Publican

Cogsnap wrote:

Hand: Flask Thrower, Corrosion, Bottled Lightning (Core), Ambrosia, Tangleburn Bag, Blue War Paint

Displayed:
Deck: 10 Discard: 2 Buried: 3
Current Location: Laboratory
Hero Points: 3 // Cogsnap has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: Feel free to use my cards
Other: Reroll not used in 7-5A

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Potion of Heroism, Steel Ibis Lamellar, Potion of Focus, Blast Stone (Core)
Recharged: Flame Cannon, Clockwork Owl, Blackfingers, Clockwork Servant (Core), Alkali Flask, The Publican,
Discard Pile: The Locksmith, Deathtrap in a Jar,
Buried Pile: Clockwork Butterfly, Smoke Bomb, Desna's Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Start at Laboratory.
Extra Item: set Liquid Persuasion aside.
Do not replace Corrosion by Enervation.
Draw 7 cards.
Impoverished: draw 3 more, bury 3.
Reward: examine 5 next deck cards. Recharge flame cannon.

Cogsnap wrote:

Hand: Bottled Lightning (Core), Alkali Flask, Clockwork Owl, Clockwork Servant (Core), Deathtrap in a Jar, The Locksmith, Blackfingers

Displayed:
Deck: 10 Discard: 0 Buried: 3
Current Location: Laboratory
Hero Points: 3 // Cogsnap has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: Feel free to use my cards
Other: Reroll not used in 7-5A

Deck, Discard, Buried:

Reloaded: Corrosion, Ambrosia, The Publican, Tangleburn Bag,
Middle of Deck (Unknown Order): Potion of Focus, Steel Ibis Lamellar, Potion of Heroism, Flask Thrower, Blast Stone (Core)
Recharged: Flame Cannon,
Discard Pile:
Buried Pile: Clockwork Butterfly, Smoke Bomb, Desna’s Freedom,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Scenario 7-4D: An Animate Lead

Upgrade preferences:
1. Ally 4: 1d1000 ⇒ 619 Clockwork Owl

Rewards

Scenario: spent on card feat. pick ally.

Adventure: choose power feat. spend the hero point on “Add 1d6 to your Ranged combat check that has the Alchemical trait or your check against a card that has the Automaton, Construct, or Trap trait.” (rephrased On your Alchemical Ranged combat check ☑ or your check against an Automaton, Construct, or Trap card, add 1d6. in the Legacy to Core conversion document).


Deck Handler | Gnome Alchemist

The Wanderer
Hour Power: When a local character fails to acquire a boon, you may bury a card to encounter it.

Free explore:

Pits Card 1 Silver War Paint:

CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Potion of Heroism adds a d6.
Melee 5: 1d4 + 1d6 ⇒ (2) + (2) = 4
Hostile wildcard: 1 damage. Discard Flame Cannon.
Location power: 1 damage. Discard Blackfingers.

Recharge Ambrosia to heal Cogsnap.
Healing: 1d4 + 1 ⇒ (1) + 1 = 2

Cogsnap is healed for 2: (Bottled Lightning (Core), Nethys's Duality). Deck shuffled.

End turn:
Use power and put Liquid Courage in recovery instead of Potion of Heroism.
Ambriosia Recovery, Craft 14: 1d10 + 4 + 1d6 ⇒ (3) + 4 + (6) = 13 Use power so that it is discarded.
Liquid Courage Recovery, Craft 11: 1d10 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10 Use power so that it is discarded.
Draw 7 cards

Cogsnap wrote:

Hand: Shock Glaive, Tangleburn Bag, Smoke Bomb, Blast Stone (Core), Clockwork Butterfly, Nethys's Duality, The Publican

Displayed: Potion of Heroism,
Deck: 7 Discard: 8 Buried: 2
Current Location: Pits
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll not used in 7-4D

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Servant (Core), Desna's Freedom, Bottled Lightning (Core), Steel Ibis Lamellar, Deathtrap in a Jar, Flask Thrower, Bloodroot Poison
Recharged:
Discard Pile: The Locksmith, Potion of Focus, Enervation, Alkali Flask, Flame Cannon, Blackfingers, Ambrosia, Liquid Courage,
Buried Pile: Bearskin Armor, Mithral Chain Shirt,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Hayato’s turn

When Dungeon closes, Cogsnap draws a card (Blackfingers)


Deck Handler | Gnome Alchemist

During Hayato’s turn, Cogsnap encounters an animated object:

Potion of Heroism adds a d6, use power and recharge Blast Stone (Core) to add a d6:
Arcane 7+4=11: 1d10 + 3 + 2d6 ⇒ (3) + 3 + (3, 4) = 13
Defeated!
Use power and recharge Deathtrap in a Jar to draw a new random Liquid/Alchemical Item: Random Item 1 is Bloodroot Poison.
Type of boon: 1d4 ⇒ 3 Armor

Random Armor 2:Mithral Chain Shirt:

CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Potion of Heroism adds a d6, recharge Steel Ibis Lamellar to add a d6 to the check
Constitution 9: 3d6 ⇒ (6, 6, 2) = 14
Acquired

Try to close the location, encountering the danger:
Random local character encounters this monster (1=H, 2=C): 1d2 ⇒ 2 Cogsnap again.

Potion of Heroism adds a d6, use power and recharge The Publican to add a d6:
Arcane 7+4=11: 1d10 + 3 + 2d6 ⇒ (7) + 3 + (6, 4) = 20
Defeated
Use power and recharge Bloodroot Poison to draw a new Alchemical Item: from random, card 3 is Liquid Courage.

Type of boon: 1d4 ⇒ 3 Armor

Random Armor 3: Moon Maiden Armor:

CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.

Constitution 12: 2d6 ⇒ (4, 1) = 5

Hostile: Display then bury Mithral shirt to reduce damage to 0.

Location is closed.


Deck Handler | Gnome Alchemist

On Aric’s turn, Enervation goes to recovery.

Display Potion of Heroism.

End of Aric’s turn:

Enervation Recovery Arcane 12: 1d10 + 3 + 1d6 ⇒ (2) + 3 + (4) = 9 Proficient with spells so it goes to discard.

Cogsnap’s turn

The All-seeing Eye
Hour Power: When you would examine the top card of a location, you may examine the top 2 cards instead.

Move to #1 Dungeons.

Explore and encounter known Secret Stockpile.

Secret Stockpile / Disable 9: 1d8 + 5 + 1d6 ⇒ (6) + 5 + (4) = 15

New armor and weapon from random: Bearskin Armor and Shock Glaive.

Display Bearskin Armor.

Discard Blackfingers to explore. Encounter

Dungeons Card 2: The Bear:

CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.

Strength 4+#=8: 2d6 ⇒ (1, 1) = 2

Hostile: Bury Bearskin Armor to reduce damage to 0.

Put Deathtrap in a Jar in recovery to explore. Use power to put Alkali Flask in recovery instead.

Encounter

Dungeons Card 3: Summoning Trap:

Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.

Use power and recharge Shock Glaive to add a d6.
Arcane 13: 1d10 + 3 + 1d6 + 1d6 ⇒ (5) + 3 + (4) + (3) = 15
Summoning Trap is banished.

End turn:
Put Bottled Lightning (Core) in recovery instead of Potion of Heroism.
Recovery: Bottled Lightning (Core), Craft 14: 1d10 + 4 + 1d6 ⇒ (2) + 4 + (6) = 12 Use power so that it is only discarded
Recovery: Alkali Flask, Craft 13: 1d10 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8 Same, get discarded

Draw 5 cards

Cogsnap wrote:

Hand: Flame Cannon, Steel Ibis Lamellar, Smoke Bomb, Blast Stone (Core), Ambrosia, Deathtrap in a Jar, The Publican

Displayed: Potion of Heroism,
Deck: 3 Discard: 10 Buried: 1
Current Location: Dungeon
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll not used in 7-4D

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Butterfly
Recharged: Clockwork Servant (Core), Shock Glaive,
Discard Pile: Flask Thrower, Desna's Freedom, The Locksmith, Nethys's Duality, Tangleburn Bag, Potion of Focus, Enervation, Blackfingers, Bottled Lightning (Core), Alkali Flask,
Buried Pile: Bearskin Armor,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.

During Hayato’s turn before any exploration:
Put Smoke Bomb instead of Ambrosia, healing Cogsnap:
Cogsnap Healing: 1d4 + 1 ⇒ (3) + 1 = 4
Smoke Bomb goes to recovery.

End of Hayato’s turn:
Recovery: Smoke Bomb, Craft 9: 1d10 + 4 + 1d6 ⇒ (10) + 4 + (6) = 20 Recharged.

Cogsnap wrote:

Hand: Flame Cannon, Steel Ibis Lamellar, Blast Stone (Core), Ambrosia, Deathtrap in a Jar, The Publican

Displayed: Potion of Heroism,
Deck: 8 Discard: 6 Buried: 1
Current Location: Dungeon
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll not used in 7-4D

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Clockwork Butterfly, Flask Thrower, Desna's Freedom, Tangleburn Bag, Shock Glaive, Clockwork Servant (Core), Blackfingers
Recharged: Smoke Bomb,
Discard Pile: The Locksmith, Nethys's Duality, Potion of Focus, Enervation, Bottled Lightning (Core), Alkali Flask,
Buried Pile: Bearskin Armor,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Hour: Orison

No move.

Explore and encounter

Oubliette Card 1: Hellknight of the Nail
CotCT:

Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.

Put Potion of Focus in recovery to add Craft, use power to add Tangleburn Bag instead.
Charisma 11: 1d6 + 1d10 + 4 ⇒ (4) + (2) + 4 = 10
Hostile: 1 point of damage, location adds another. Discard Desna's Freedom and Flask Thrower.

Discard The Locksmith to explore, encounter

Oubliette Card 2: Nethys's Duality:

Core
Blessing 1
Traits:
Deity: Nethys
Divine
Veteran
When this is the hour: On your check against a spell, add 1d4.
To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.

Put Potion of Focus in recovery to add Craft
Arcane 4+#=8: 1d10 + 3 + 1d10 + 4 ⇒ (1) + 3 + (5) + 4 = 13
Acquired

Discard Nethys's Duality for its power, examine Oubliette card 3 and 4. Vampiric Mist and Venomous Dagger. Leave them in that order.

End turn:
Recovery Tangleburn Bag, craft 11: 1d10 + 4 ⇒ (3) + 4 = 7 use power so that it is discarded
Recovery Potion of Focus, craft 10: 1d10 + 4 ⇒ (3) + 4 = 7 use power so that it is discarded
Draw 5 cards.

Cogsnap wrote:

Hand: Enervation, Steel Ibis Lamellar, Bottled Lightning (Core), Potion of Heroism, Alkali Flask, Deathtrap in a Jar, Blackfingers

Displayed:
Deck: 7 Discard: 6 Buried: 0
Current Location: Oubliette
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll not used in 7-4D

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flame Cannon, Ambrosia, The Publican, Smoke Bomb, Blast Stone (Core), Clockwork Butterfly
Recharged: Clockwork Servant (Core),
Discard Pile: Flask Thrower, Desna's Freedom, The Locksmith, Nethys's Duality, Tangleburn Bag, Potion of Focus,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.


Deck Handler | Gnome Alchemist

Put aside Liquid Persuasion (extra Item from rewards).

Exchange Corrosion for Enervation Loot.

Start at Oubliette

Examine deck 5 top cards and recharge one of them.

Cogsnap wrote:

Hand: Flask Thrower, Bottled Lightning (Core), Tangleburn Bag, Potion of Focus, Deathtrap in a Jar, Desna's Freedom, The Locksmith

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Oubliette
Hero Points: 3
NOTES:
Available Support: Feel free to use my cards
Other: Reroll not used in 7-4D

Deck, Discard, Buried:

Reloaded: Steel Ibis Lamellar, Potion of Heroism, Alkali Flask, Blackfingers,
Middle of Deck (Unknown Order): Ambrosia, Flame Cannon, Enervation, Smoke Bomb, Blast Stone (Core), The Publican, Clockwork Butterfly
Recharged: Clockwork Servant (Core),
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies: Alchemical | Arcane | Weapons
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
☑ During recovery, you may discard Alchemical boons instead of banishing them.
On your Alchemical Ranged combat check, add 1d6.
After you defeat a monster, you may discard ☑ or recharge a card to draw a new Alchemical or Liquid item.
☑ You may recharge a card to add 1d6 to your check against a card that has the Automaton, Construct, or Trap trait and ignore its immunities.

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