The hour of Old Deadeye When this is the hour: On your check, if you are at a Wild location, add 1d4.
Remain at Academy.
Send Ambrosia to recovyer in place of Potion of Restoration to draw 2 cards: Flame Cannon & Deathtrap in a Jar.
Send Potion of Restoration to recovery to draw 2 cards: Flensing Jelly & Blue War Paint.
Explore:
Cultist:
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Send Blue War Paint to recovery in place of Fuse Grenade, recharge BotElements to bless.
Combat 10+##=24:2d10 + 5 + 4d8 ⇒ (7, 9) + 5 + (3, 3, 2, 3) = 32 defeated
Free explore per location power:
Soul Mistress:
Monster 5
Traits
Outsider
Hag
Check
Combat
21
Powers
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
Powers
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
Each character must succeed at a Dex/Acro 12 check or suffer 2d4 damage and Wounded.
Recharge Steel Ibis Lamellar to add 1d6 to BA check. Harrow adds 1d4.
Dexterity 12:1d8 + 2 + 1d6 + 1d4 ⇒ (5) + 2 + (5) + (2) = 14 success Cogsnap will play Stone Skin if another character takes damage.
Send Deathtrap to recovery in place of Fuse Grenade. Recharge Deathbane Sling to add 1d4+1, Cogsnap's power adds 1d6 to a Ranged Alchemichal check.
Combat 30:1d10 + 5 + 4d8 + 1d4 + 1 + 1d6 ⇒ (7) + 5 + (3, 3, 1, 8) + (1) + 1 + (5) = 34 success
Send Flame Cannon to recovery in place of Fuse Grenade. Recharge Flensing Jelly to add 1d6 and Poison, recharge The Snakebite to double bless, Cogsnap's power adds 1d6 to Ranged Alchemical check.
Combat 30:3d10 + 5 + 4d8 + 2d6 ⇒ (6, 4, 10) + 5 + (5, 5, 7, 1) + (3, 4) = 50 defeated
For defeating Kazavon, banish cards from the siege deck:1d4 ⇒ 3
End turn. All Alchemical cards in recovery recharge.
Death's Touch - Arcane 13:1d10 + 4 + 1d4 ⇒ (5) + 4 + (1) = 10 discarded
Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "This potion is one of the best I've made. A few swigs and I can just feel the energy surging through me! Perhaps I'll have one more for posterity's sake..."
Displayed: Deck: 12 Discard: 4 Buried: 0
Current Location: Academy
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Ambrosia
Distant -
L&D - Blessings, Deathbane Sling, Stone Skin
Other: Dice Re-Roll Used for 7A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Fuse Grenade, Potion of Heroism, Blessing of the Elements, Steel Ibis Lamellar, Deathbane Sling, The Snakebite, Ambrosia, Potion of Restoration, Blue War Paint (acq), Deathtrap in a Jar, Flame Cannon, Flensing Jelly,
Discard Pile: The Inquisitor (Harrow), Blackfingers, Blessing of Ptah, Death's Touch, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Displayed: Deck: 12 Discard: 2 Buried: 0
Current Location: Academy
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Ambrosia
Distant -
L&D - Blessings, Deathbane Sling, Stone Skin
Other: Dice Re-Roll Used for 7A?: N
The hour of Sands When this is the hour: No effect.
Remain at Academy.
Explore:
Ambush:
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Powers
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Send Alkali Flask to recovery. PoH and Cogsnap's power add d6s.
Combat 21:1d10 + 5 + 3d6 + 2d6 ⇒ (9) + 5 + (6, 5, 5) + (5, 4) = 39 defeated & banished
Recharge Blessing of Ptah to draw 2 new Liquid/Alchemical items from the box: None Available.
Send Crystalline Carnivore to recovery to explore:
Kazavon:
Story Bane Monster 7
Traits
Dragon
Fighter
Check
Combat
30
THEN
Combat
30
Powers
Immune to Electricity.
Resistant to Attack.
Vulnerable to Slashing. All damage is Electricity.
Before acting, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
While acting, distant characters cannot play cards or use powers.
BA, each character must succeed at a Dexterity or Acrobatics 12 check or suffer 2d4 damage and the scourge Wounded.
Harrow adds 1d4, PoH adds 1d6. Send Elixir of Focus to recovery to add Craft.
Dexterity 12:1d8 + 1 + 1d4 + 1d6 + 1d10 + 5 ⇒ (5) + 1 + (4) + (5) + (9) + 5 = 29 success
Send Bottled Lightning to recovery in place of Fuse Grenade. PoH and Cogsnap's power add d6s. Crystalline Carnivore adds 1 die to combat checks.
Combat 30:2d10 + 5 + 4d8 + 2d6 ⇒ (8, 9) + 5 + (8, 6, 5, 3) + (2, 1) = 47 success
Same as above for 2nd combat check except send Fuse Grenade to recovery.
Combat 30:2d10 + 5 + 4d8 + 2d6 ⇒ (10, 4) + 5 + (6, 8, 3, 8) + (6, 3) = 53 defeated
Per scenario power, banish 1d4 cards from siege deck:1d4 ⇒ 1 Card 4: Roc banished. Shuffle Kazavon back into siege deck.
End turn. Potion of Heroism goes to recovery. All alchemical items in recovery are recharged. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "Thought you'd pin us down, eh?? Here's a fuse grenade for you, too! Not enough? How about another! BAHahahaha!"
Displayed: Deck: 8 Discard: 1 Buried: 0
Current Location: Academy
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local -
Distant -
L&D - Blessing
Other: Dice Re-Roll Used for 7A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Deathbane Sling
Recharged: Blackfingers, Blessing of the Elements, Flame Cannon, Ambrosia, Fuse Grenade (acq), Blue War Paint (acq), Red War Paint (acq),
Discard Pile: The Inquisitor (Harrow), Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
At the start of Radovan's turn, send Flensing Jelly to recovery in place of Potion of Restoration to draw 2 cards: Deathbane Sling & Blackfingers.
Send Deathtrap to recovery in place of PoR to draw: BotElements & Flame Cannon.
Send Flame Cannon to recovery in place of PoR to draw: Ambrosia & Fuse Grenade.
Displayed: Deck: 9 Discard: 1 Buried: 0
Current Location: Academy
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Ambrosia
Distant -
L&D - Blessings, Deathbane Sling, Stone Skin
Other: Dice Re-Roll Used for 7A?: N
The hour of The All-Seeing Eye When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
Move to Academy.
Display Potion of Heroism.
Explore:
Cultist:
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Send Ambrosia to recovery in place of Fuse Grenade. Cogsnap's power adds 1d6 to a Ranged+Alchemical combat check. PoH adds 1d6.
Combat 10+##=22:1d10 + 5 + 4d8 + 2d6 ⇒ (5) + 5 + (5, 4, 1, 6) + (1, 2) = 29 defeated
Recharge Blackfingers to draw a new Liquid/Alchemical item from the vault: Red War Paint and None available..
Explore per location power:
Dragon:
Story Bane Monster 3
Traits
Dragon
Veteran
Check
Combat
16+##
OR
Diplomacy
12+#
Powers
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Dragon trait:1d4 ⇒ 3 Electricity
For BA check, harrow adds 1d4 and PoH adds 1d6.
Dexterity 5+#=11:1d8 + 2 + 1d4 + 1d6 ⇒ (3) + 2 + (2) + (5) = 12 success
Send New Item 1 to recovery in place of Fuse Grenade. Cogsnap's power adds 1d6 to a Ranged+Alchemical combat check. PoH adds 1d6. Recharge BotElements to bless.
Combat 16+##=28:2d10 + 5 + 4d8 + 2d6 ⇒ (6, 3) + 5 + (2, 3, 6, 3) + (3, 3) = 34 defeated
Recharge Flame Cannon to draw a new Liquid/Alchemical item from the vault: None available..
Discard The Inquisitor to explore:
Cultist:
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Send New Item 2 to recovery in place of Fuse Grenade. Cogsnap's power adds 1d6 to a Ranged+Alchemical combat check. PoH adds 1d6.
Combat 10+##=22:1d10 + 5 + 4d8 + 2d6 ⇒ (2) + 5 + (2, 1, 3, 7) + (4, 4) = 28 defeated
Recharge Bottled Lightning to draw a new Liquid/Alchemical item from the vault: None available..
End turn. Send New Item 3 to recovery in place of Potion of Heroism. All Alchemical boons in recovery are recharged. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "Send another of your robed fiends!" hissssss BOOM! "I've got one fuse grenade for each of ya!"
Displayed:Potion of Heroism,
Deck: 14 Discard: 1 Buried: 0
Current Location: Academy
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Elixir of Focus, Bottled Lightning, Liquid Persuasion, Crystalline Carnivore
Distant -
L&D - Blessing
Other: Dice Re-Roll Used for 7A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Restoration, Stone Skin, Deathbane Sling, Death's Touch, Flensing Jelly, The Snakebite, Deathtrap in a Jar
Recharged: Blackfingers, Blessing of the Elements, Flame Cannon, Ambrosia, Item Placeholder 1, Item Placeholder 2, Item Placeholder 3,
Discard Pile: The Inquisitor (Harrow), Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Displayed: Deck: 11 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Fuse Grenade, Liquid Persuasion, Bottled Lightning, Ambrosia
Distant -
L&D - Flame Cannon banishes to add to any combat check. Blessings available.
Other: Dice Re-Roll Used for 7A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Crystalline Carnivore, Stone Skin, Death's Touch, The Snakebite, Alkali Flask, Deathbane Sling, Flensing Jelly, Potion of Restoration, Deathtrap in a Jar, Blessing of Ptah, Elixir of Focus
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Sajan reveals Serithtial for When Encountered power.
Per Hangouts, guard checks will not be attempted at distant locations.
No other local characters for BA power.
Send Fuse Grenade to recovery in place of Liquid Persuasion. PoH adds 1d6. Harrow suit adds 1d4.
Charisma 12:2d6 + 1d10 + 5 + 1d4 ⇒ (2, 5) + (8) + 5 + (2) = 22 success Combat check difficulty increase:1d12 ⇒ 3
Send Death's Touch to recovery. PoH adds 1d6. Ask Sajan to discard Incitation to bless. Combat 22+3=25:2d10 + 4 + 3d6 + 3 + 1d6 ⇒ (2, 5) + 4 + (4, 1, 6) + 3 + (3) = 28 defeated
Recharge Bottled Lightning to draw 2 new Liquid/Alchemical items from the vault: Blue War Paint & Red War Paint - Keep the blue.
Villain defeated but escapes. Ruin closed. Shuffle a new monster into another location:1d4 ⇒ 2 Fishery
Move to Swamp.
End turn. Send Blue War Paint to recovery in place of Potion of Heroism. All alchemical boons in recovery are recharged.
Death's Touch - Arcane :1d10 + 4 + 1d6 ⇒ (10) + 4 + (5) = 19 recharged
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "You can run, you treacherous devil! But we will find you!"
Displayed:Potion of Heroism,
Deck: 12 Discard: 4 Buried: 0
Current Location: Swamp
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local - Fuse Grenade, Liquid Persuasion, Deathtrap, Flensing Jelly
Distant -
L&D - Flame Cannon banishes to add to any combat check. Deathbane Sling recharges to add to any combat check. The Snakebite available.
Other: Dice Re-Roll Used for 6D?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Lyrune-quah Moon Maiden (loot), Ambrosia, Potion of Restoration, Elixir of Focus, Alkali Flask, Bottled Lightning (acq), Crystalline Carnivore, Stone Skin, Bottled Lightning, Fuse Grenade (acq), Death's Touch, Blue War Paint (acq),
Discard Pile: The Tyrant (Harrow), Blessing of Ptah, Blessing of the Elements, Blackfingers, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
The hour of Orison When this is the hour: No effect.
Remain at Ruin.
Explore:
Warning Bells:
Barrier 5
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
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.
Story Bane Monster 6
Traits
Human
Devil
Aristocrat
Bard
Check
Charisma
Wisdom
12
THEN
Combat
22
Powers
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
Cogsnap found the Villain. Pausing for guard checks discussion.
At the start of Sajan's turn, send Ambrosia to recovery in place of Potion of Restoration to draw 2 cards: The Snakebite & Blackfingers
Send Potion of Restoration to recovery to draw 2 cards: Liquid Persuasion & Alkali Flask.
The hour of Benefaction When this is the hour: No effect
Remain at Ruin.
Explore:
Palace Patrols:
Barrier 6
Traits
Skirmish
Check
None
0
Powers
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.
Roll:1d6 ⇒ 2 Summon & encounter:
Gray Maiden Guard:
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Send Elixir of Focus to recovery to add Craft. Harrow suit adds 1d4.
Charisma 6+#=12:1d6 + 1d10 + 5 + 1d4 ⇒ (3) + (10) + 5 + (4) = 22 defeated
Recharge Deathbane Sling to draw 2 new Liquid/Alchemical items from the vault: Bottled Lightning (I4) & Fuse Grenade (per Hangouts) - keep Fuse Grenade.
Palace Patrols is defeated.
Discard Lyrune-quah Moon Maiden to examine and optionally explore:
Discard The Tyrant to explore. Draw Lyrune-quah Moon Maiden from discards for playing Harrow.
Cave Bear:
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Auto-fail BA check.
Combat damage:1d4 ⇒ 2
Display Stone Skin to reduce by 4 to 0.
Send Alkali Flask to recovery in place of Fuse Grenade. Cognsap's power adds 1d6 to Ranged checks with the Alchemical trait.
Combat 11+##=23:1d10 + 5 + 4d8 + 2d6 ⇒ (5) + 5 + (8, 7, 7, 2) + (6, 3) = 43 defeated
Recharge The Snakebite to draw 2 new Liquid/Alchemical items from the vault: Bottled Lightning or Wyvern Poison (per Hangouts) - keep Bottled Lightning.[/b]
Discard BoPtah to explore:
Whisper Of The First Lie:
Item 5
Traits
Accessory
Magic
Check
Charisma
Diplomacy
14
Powers
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Auto-fail check and banish.
Send Bottled Lightning to recovery in place of Crystalline Carnivore to explore:
Brawl:
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
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.
Send Crystalline Carnivore to recovery in place of Fuse Grenade to add 2d8, Fire & Bludgeoning.
Dexterity 4+#=10:1d8 + 2 + 2d8 ⇒ (1) + 2 + (7, 7) = 17 defeated
End turn. Lyrune-quah Moon Maiden recharges. All Alchemical boons in recovery recharge.
Stone Skin recovery - Arcane 9:1d10 + 4 ⇒ (8) + 4 = 12 recharged
Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "Guards, Cave Bears & Dragons, oh my!"
Displayed: Deck: 14 Discard: 2 Buried: 0
Current Location: Ruin
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local -
Distant -
L&D -
Other: Dice Re-Roll Used for 6D?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Flame Cannon, Deathtrap in a Jar, Flensing Jelly, Steel Ibis Lamellar
Recharged: Deathbane Sling, The Snakebite, Lyrune-quah Moon Maiden (loot), Ambrosia, Potion of Restoration, Elixir of Focus, Alkali Flask, Bottled Lightning (acq), Crystalline Carnivore, Stone Skin,
Discard Pile: The Tyrant (Harrow), Blessing of Ptah, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Display Potion of Heroism at the start of Radovan's turn.
Add Flame Cannon in place of Galvanic Chakram +1.
Cogsnap will take the loot Lyrune-quah Moon Maiden in place of Tinker (not Returning Totem Spear this scenario).
Start at Ruin
Displayed: Deck: 14 Discard: 0 Buried: 0
Current Location: Ruin
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local -
Distant -
L&D -
Other: Dice Re-Roll Used for 6D?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Flensing Jelly, The Tyrant (Harrow), Fuse Grenade, Deathtrap in a Jar, Death's Touch, Steel Ibis Lamellar, Bottled Lightning, Alkali Flask, Liquid Persuasion, Blackfingers, Blessing of the Elements, Flame Cannon, Potion of Heroism, The Snakebite
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Send Potion of Restoration to recovyer to draw 2 cards: Elixir of Focus & Blessing of Ptah.
Send Elixir of Focus to recovery in place of Liquid Persuasion to add Craft skill to Wisdom guard check. Potion of Heroism adds 1d6.
Wisdom 4+#=10:1d6 + 1d10 + 5 + 1d6 ⇒ (3) + (5) + 5 + (2) = 15 success Tower guarded.
Displayed:Potion of Heroism, The Lost Harrows (acq),
Deck: 15 Discard: 0 Buried: 0
Current Location: Tower
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local -
Distant -
L&D - Stone Skin, Blessings
Other: Dice Re-Roll Used for 6C?: Y
The hour of Lamashtu's Madness When this is the hour: On your check against a monster, add 1.
Give Death's Touch (Core) to Ezren.
Remain at Throne Room.
Explore:
Embiggen:
Spell P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Reveal and recharge Deathbane Sling, PoH adds 1d61d10.
Combat 11+##=23:1d12 + 3 + 1d8 + 3 + 1d8 + 1 + 1d10 ⇒ (10) + 3 + (7) + 3 + (2) + 1 + (5) = 31 defeated
Recharge Returning Totem Spear to draw 2 new Liquid/Alchemical items from the box: Fuse Grenade (I6) & Wyvern Poison (I5) - Keep Fuse Grenade.
Attempt to close location by summoning and encountering:
Rioting Mob:
Story Bane Barrier 0
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
PoH adds 1d10, BoPtah adds 1 die to checks against barriers.
Charisma 6+#=12:3d10 ⇒ (9, 5, 10) = 24 defeated Throne Room closed. Move to Oubliette.
Display The Lost Harrows and choose Constitution.
Send Ambrosia to recovery to heal Cogsnap:1d4 + 1 ⇒ (4) + 1 = 5
End turn. Embiggen goes to recovery. Send Deathtrap in a Jar to recovery in place of Potion of Heroism. Examine top card of location. It's a boon so summon & encounter the danger:
Gray Maiden Guard:
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "Oh this spell is magnificent! Take THAT you misguided fiends! Maybe there's a way I can mimic this transformation with my own reagents...."
Displayed:Potion of Heroism, The Lost Harrows (acq),
Deck: 17 Discard: 0 Buried: 0
Current Location: Oubliette
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local -
Distant -
L&D - Stone Skin, Blessings
Other: Dice Re-Roll Used for 6C?: Y
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Elixir of Focus, Returning Totem Spear (loot), Lyrune-quah Moon Maiden (loot), Flensing Jelly, Deathbane Sling, Bottled Lightning, Fuse Grenade, Blessing of the Elements, Blue War Paint (acq), Alkali Flask, Blessing of Ptah
Recharged: Steel Ibis Lamellar, Fuse Grenade (acq), Ambrosia, Embiggen (acq), Crystalline Carnivore, Deathtrap in a Jar,
Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
The hour of The Savored Sting When this is the hour: On your checks while you avenge, bless.
Per Tower's power, examine the top card of Throne Room - Toff Ornelos (Ally 6).
Move to Throne Room.
Explore:
Toff Ornelos:
Ally 6
Traits
Human
Aristocrat
Wizard
Check
Charisma
Diplomacy
15
OR
Arcane
13
Powers
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Discard Lyrune-quah Moon Maiden to examine top card then optionally explore:
Cave Bear:
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Auto-fail BA check.
Combat damage:1d4 ⇒ 3 Reveal Steel Ibis Lamellar to reduce by 3.
Send Alkali Flask to recovery. Potion of Heroism adds 1d6, Cogsnap's power adds 1d6 to a Ranged Alchemical check. Reload Returning Totem Spear. Discard Stone Skin to add Craft skill per Flask's power.
Combat 11+##=23:1d8 + 3 + 5d6 + 1d8 + 1d10 + 5 ⇒ (6) + 3 + (1, 4, 2, 4, 2) + (3) + (7) + 5 = 37 defeated Stone Skin recharge - Craft 15:1d10 + 5 + 1d6 ⇒ (5) + 5 + (2) = 12 discarded
Recharge Toff Ornelos to draw 2 new Liquid/Alchemical items and keep 1: None in the random cards.
End turn. Send newly acquired item to recovery in place of Potion of Heroism. All Liquid/Alchemical boons in recovery recharge. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "Ileosa's gone mad! A cave bear in the throne room? I barely got out of there alive!"
Displayed:Potion of Heroism,
Deck: 12 Discard: 3 Buried: 0
Current Location: Throne Room
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local -
Distant -
L&D - Stone Skin, Blessings
Other: Dice Re-Roll Used for 6C?: Y
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blackfingers, Fuse Grenade, Flensing Jelly, Potion of Restoration, Blessing of the Elements, Bottled Lightning, The Snakebite, Liquid Persuasion, Elixir of Focus
Recharged: Toff Ornelos (acq), Alkali Flask, Item Placeholder,
Discard Pile: The Theater (Harrow), Lyrune-quah Moon Maiden (loot), Stone Skin, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Swap in Fuse Grenade for Bottled Lightning (original) and add Death's Touch to fill empty Spell slot.
Taking Returning Totem Spear in place of Galvanic Chakram and Lyrune-quah Moon Maiden in place of Tinker.
Start at Tower
Displayed: Deck: 13 Discard: 0 Buried: 0
Current Location: Tower
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local -
Distant -
L&D - Stone Skin, Blessings
Other: Dice Re-Roll Used for 6C?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of the Elements, Deathbane Sling, Bottled Lightning, The Snakebite, Crystalline Carnivore, Elixir of Focus, Fuse Grenade, Liquid Persuasion, Blackfingers, Potion of Restoration, Flensing Jelly, Ambrosia, Deathtrap in a Jar
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
The hour of Blackfingers When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4.
Remain at Cell.
It's a shame to waste this hour but with 3 banes at Cell I'll just end my turn & reset.
Send Deathtrap to recovery in place of Potion of Heroism.
If Cogsnap needs to guard Cell for the villain encounter I will bury Tinker.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles grumbling sounds "...figures the last cell I search I let the door close behind me. Curse these wretched locks! Now where are my tools..."
Displayed:Potion of Heroism,
Deck: 16 Discard: 0 Buried: 1
Current Location: Cell
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local - Elixir of Focus
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 6A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Returning Totem Spear (loot), Bottled Lightning (OG), Deathbane Sling
Recharged: Potion of Restoration, Bottled Lightning, Liquid Persuasion, Alkali Flask, Blue War Paint (acq), Formian Myrmidon (acq), Flensing Jelly, Crystalline Carnivore, Fuse Grenade (acq), Bottled Lightning (acq), Ambrosia, Stone Skin, Deathtrap in a Jar,
Discard Pile: Buried Pile: The Theater (Harrow),
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Continuing turn
Per Hangouts, Ezren buries Krojun to add 1d10 to check. Cogsnap sends Fuse Grenade to recovery in place of Ambrosia to add 2d6 to a check to defeat and Outsider bane:
Combat 24:1d10 + 2d6 + 19 ⇒ (4) + (2, 3) + 19 = 28 defeated AA Force damage:1d4 ⇒ 3
Display Stone Skin to reduce damage to 0.
Recharge Formian Myrmidon to draw 2 new Liquid/Alchemical items from the box and keep 1: Bottled Lightning (I4) & (None available) - Keep the Bottled Lightning unless the other Item is AD6.
Attempt to close Cell. Recharge Flensing Jelly to add 1d6, Potion of Heroism adds 1d6.
Disable 6+#=12:1d8 + 5 + 2d6 ⇒ (5) + 5 + (2, 2) = 14 success
Instead of closing location, search it until Evidence is found, then shuffle remaining cards (Warband, Labyrinth & Hippogriph)and reload Evidence.
Send Bottled Lightning to recovery in place of Ambrosia to heal Cogsnap:1d4 + 1 ⇒ (3) + 1 = 4 cards and remove scourge Frightened.
End turn. Send Ambrosia to recovery in place of Potion of Heroism. Send Stone Skin to recovery.
All Alchemical items recharge.
Stone Skin recovery - Arcane 9:1d10 + 4 + 1d6 ⇒ (9) + 4 + (1) = 14 recharged
Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles GASP GASP "I don't think I would have..." GASP "...made it through that if it weren't for the lot of you..." WHEEZE
Displayed:Potion of Heroism,
Deck: 16 Discard: 0 Buried: 1
Current Location: Cell
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local - Elixir of Focus, Deathtrap in a Jar
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 6A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Bottled Lightning (OG), Returning Totem Spear (loot), Deathbane Sling, Blessing of the Elements
Recharged: Potion of Restoration, Bottled Lightning, Liquid Persuasion, Alkali Flask, Blue War Paint (acq), Formian Myrmidon (acq), Flensing Jelly, Crystalline Carnivore, Fuse Grenade (acq), Bottled Lightning (acq), Ambrosia, Stone Skin,
Discard Pile: Buried Pile: The Theater (Harrow),
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
The hour of The Desert When this is the hour: When you move during your move step, bury a card.
Remain at Cell.
Display Potion of Heroism.
Explore:
Formian Myrmidon:
Ally 6
Traits
Formian
Aristocrat
Check
Intelligence
Knowledge
15
OR
Charisma
Diplomacy
14
Powers
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
Send Crystalline Carnivore to recovery to explore:
Ileosa’s Fury:
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
Powers
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
Potion of Heroism on all checks.
BA Dexterity 11:1d8 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8 failed Cogsnap is frightened. Angban displays Lyrune-quah Moon Maiden, Sajan discards Lamashtu's Madness. Combat 24:5d6 ⇒ (3, 5, 6, 2, 3) = 19
Pausing to discuss resource use.
Off turn:
Per Hangouts, Cogsnap's new item was Fuse Grenade.
Discard BotElements for Sajan's check.
The hour of Iomedae's Justice When this is the hour: On your check against an Outsider card, add 1d4.
Remain at Cell.
Send Alkali Flask to recovery in place of Potion of Restoration to draw 2 cards: The Snakebite & Ambrosia.
Send Potion of Restoration to recovery to draw 2 cards: Deathbane Sling & Stone Skin.
Explore:
Scarlet Walker:
Monster 6
Traits
Outsider
Sorcerer
Check
Combat
27
OR
Arcane
Divine
14
Powers
Immune to Acid, Cold, and Poison.
Resistant to Attack.
Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
Send Bottled Lightning to recovery to ignore BA power.
Send Liquid Persuasion to recovery in place of Fuse Grenade. Resistant to Attack. Hour Power adds 1d4. Recharge The Snakebite to bless.
Combat 27+4=31:2d10 + 5 + 4d8 + 1d4 ⇒ (9, 2) + 5 + (2, 7, 8, 2) + (1) = 36 defeated
Recharge Deathbane Sling to draw 2 new Liquid/Alchemical Items from the box: Blue War Paint (I4) & Silver War Paint (I4) - Keep the Blue.
Send Blue War Paint to recovery in place of Ambrosia to heal Cogsnap:1d4 + 1 ⇒ (3) + 1 = 4 cards (Blackfingers, BoPtah, BotElements).
End turn. Recharge all alchemical boons in recovery. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "I thought this might be a good back-entrance into the castle. Turns out they've got all manner of beasties holed up down here!"
Displayed: Deck: 15 Discard: 0 Buried: 1
Current Location: Cell
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Ambrosia, Flensing Jelly, Crystalline Carnivore, Fuse Grenade
Distant -
L&D - Stone Skin
Other: Dice Re-Roll Used for 6A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Returning Totem Spear (loot), Lyrune-quah Moon Maiden (loot), Elixir of Focus, Blessing of the Elements, Deathbane Sling, Blackfingers, The Snakebite, Deathtrap in a Jar, Blessing of Ptah, Bottled Lightning (OG)
Recharged: Potion of Restoration, Bottled Lightning, Liquid Persuasion, Alkali Flask, Blue War Paint (acq),
Discard Pile: Buried Pile: The Theater (Harrow),
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character’s combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Auto-fail check to acquire & banish.
Send Flensing Jelly to recovery to explore:
Nethys’s Duality:
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
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.
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Auto-fail check to acquire & banish.
Discard Blackfingers to explore:
Accursed Priest:
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Send Crystalline Carnivore to recovery in place of Bottled Lightning. Discard Blessing of Ptah to double bless.
Combat 11+##=23:3d10 + 5 + 3d8 ⇒ (7, 1, 6) + 5 + (8, 2, 8) = 37 defeated
Bury The Theater for AA power.
Recharge Returning Totem Spear to draw 2 new Liquid/Alchemical Items from the box & keep 1: Silver War Paint & None available. Take the more useful of the two.
End turn. Restoration is banished from recovery, all alchemical boons are recharged. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "Accursed, undead priests sapping the joy out of the day! At least it's fun hurling lightning at them..."
Displayed: Deck: 12 Discard: 2 Buried: 1
Current Location: Cell
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Liquid Persuasion, Ambrosia, Bottled Lightning for AA check
Distant -
L&D - Blessing
Other: Dice Re-Roll Used for 6A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Heroism, Lyrune-quah Moon Maiden (loot), Stone Skin, Ambrosia, Bottled Lightning (OG), Elixir of Focus, The Snakebite, Deathbane Sling
Recharged: Returning Totem Spear (loot), Crystalline Carnivore, Deathtrap in a Jar, Flensing Jelly,
Discard Pile: Blackfingers, Blessing of Ptah, Buried Pile: The Theater (Harrow),
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Blessing of Ptah added in place of BotElements.
Taking the loot cards Returning Totem Spear and Lyrune-quah Moon Maiden in place of Galvanic Chakram and Tinker.
Start at Cell.
Displayed: Deck: 14 Discard: 0 Buried: 0
Current Location: Cell
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local -
Distant -
L&D -
Other: Dice Re-Roll Used for 6A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Heroism, Stone Skin, Lyrune-quah Moon Maiden (loot), Bottled Lightning (OG), Deathbane Sling, Flensing Jelly, Alkali Flask, Ambrosia, Blessing of the Elements, The Snakebite, Steel Ibis Lamellar, Liquid Persuasion, Potion of Restoration, Elixir of Focus
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Scenario 6A Reward:
Unrallied Truthspeaker Akram at start of scenario.
Spend hero point on Card Feat: Spell [X] 2
Rally the supporters Guildmaster Boule, Marcus Endrin, and Sabina Merrin.
Off turn:
Recharge BotElements and send Liquid Persuasion to recovery for Radovan's checks.
When Dungeons closes, move to Base
Recharge alchemical boons in recovery at end of turn.
During Angban's turn, discard Venster Arabasti to draw the hour The Cyclone.
Start of turn: The hour of The Wind and the Waves When this is the hour: At the start of the turn, any character may recharge a card to move. With Soul-Trapping Gem displayed I'm assuming everyone at Plaza will recharge a card to move to Base.
Move to Plaza.
Explore:
Red War Paint:
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
7
Powers
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.
Draw a new Item per the location power: Ring of Immolation (Item 5). Encounter Ring:
Ring Of Immolation:
Item 5
Traits
Accessory
Fire
Magic
Veteran
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Powers
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Draw a new Item per the location power: Brooch Of Protection. Encounter:
Brooch of Protection:
Item 5
Traits
Accessory
Magic
Check
Intelligence
Arcane
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat or Force damage, reduce it by 1.
• When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
• When this card has 6 markers, bury it.
Check
Charisma
Diplomacy
12
OR
Bury A Divine Boon
0
Powers
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.
Draw a new Ally per the location power: Aerilaya. Encounter Andachi. No Divine cards in hand. Auto-fail the Charisma check with a d6.
Discard Lyrune-quah to explore:
Zarmangaraf (Dragon):
Story Bane Monster 3
Traits
Dragon
Veteran
Check
Combat
16+##
OR
Diplomacy
12+#
Powers
Roll 1d4. This monster gains the trait, is immune to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
I just realized the Dragon always rolls Acid which is unfortunate.
Potion of Heroism adds 1d6 to BA check.
Dexterity 5+#=11:1d8 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10 failed Acid damage:1d4 ⇒ 2 Discard The Snakebite & Alkali Flask, suffer the scourge Wounded.
Potion of Heroism adds 1d6.
Combat 16+##=28:2d6 ⇒ (3, 3) = 6 failed
Discard Brooch for damage.
End turn. Send Potion of Heroism to recovery & recharge it. Reset hand.
Displayed:Potion of Heroism,
Deck: 10 Discard: 9 Buried: 1
Current Location: Plaza
Hero Points (Available): 1 // Cogsnap the Unbleached has the following scourges marked:
Wounded:
While Marked:
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.
NOTES: Available Support: Feel free to use:
Local - Potion of Restoration, Elixir of Focus, Ambrosia, Bottled Lightning, Crystalline Carnivore
Distant -
L&D - Deathbane Sling
Other: Dice Re-Roll Used for 6A?: N
Deck, Discard, Buried:
Reloaded: 0
Middle of Deck (Unknown Order): 0
Recharged: Returning Totem Spear, Flensing Jelly, Bottled Lightning (OG), Deathtrap in a Jar, Steel Ibis Lamellar, Fuse Grenade (acq), Bottled Lightning (acq), Blessing of the Elements 1, Liquid Persuasion, Potion of HeroismDiscard Pile: Blessing of the Elements 2, The Unicorn (Harrow), Venster Arabasti (acq), Blackfingers, The Cyclone (acq), Lyrune-quah Moon Maiden (loot), Alkali Flask, The Snakebite, Brooch of Protection (acq), Buried Pile: Stone Skin,
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
At the start of Radovan's turn, send Blue War Paint to recovery to heal Cogsnap:1d4 + 1 ⇒ (3) + 1 = 4 cards (The Snakebite, Venster, BotElements & Blackfingers) & remove Wounded.
Continuing turn:
The other item is Bottled Lightning which Cogsnap will take.
End turn, send Bottled Lightning to recovery in place of Potion of Heroism, recharge all alchemical boons in recovery, then reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "Yes, the fuse is definitely an improvement on my previous designs. I think we can all agree on that."
Displayed:Potion of Heroism,
Deck: 14 Discard: 2 Buried: 1
Current Location: Barracks
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Liquid Persuasion
Distant -
L&D - Lyrune-quah Moon Maiden (combat or fort), Blessings
Other: Dice Re-Roll Used for 6A?: N
Deck, Discard, Buried:
Reloaded: Returning Totem Spear (loot),
Middle of Deck (Unknown Order): 0
Recharged: Potion of Restoration, Crystalline Carnivore, Elixir of Focus, Ambrosia, Bottled Lightning, Blue War Paint (acq), Deathbane Sling, Flensing Jelly, Bottled Lightning (OG), Deathtrap in a Jar, Steel Ibis Lamellar, Fuse Grenade (acq), Bottled Lightning (acq),
Discard Pile: Blessing of the Elements 2, The Unicorn (Harrow), Buried Pile: Stone Skin,
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Off turn:
Recharge Deathbane Sling, send Deathtrap to recovery in place of Fuse Grenade and recharge Flensing Jelly.
Move to Dungeons when Barracks closes.
EoT, recharge all alchemical boons.
The hour of The Peacock When this is the hour: On your check, if no boons are played, it is blessed.
Remain at Dungeons.
Explore:
Kordaitra Destaid:
Story Bane Monster 6
Traits
Human
Cavalier
Gray Maiden
Check
Combat
24
Powers
When you would encounter this monster, a local character that has the highest Melee modifier encounters her instead.
Before acting, each other character summons and encounters the story bane Gray Maiden Guard.
Sajan has the highest Melee modifier and encounters the villain.
For BA power, summon and encounter:
Gray Maiden Guard:
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Send Fuse Grenade to recovery. Potion of Heroism adds 1d6. Ezren reveals dagger. Location increases difficulty by 2.
Combat 11+##+2=25:1d10 + 5 + 4d8 + 1d6 + 1d4 ⇒ (7) + 5 + (6, 7, 1, 5) + (2) + (3) = 36 defeated
Recharge Steel Ibis Lamellar to draw 2 new Liquid/Alchemical Items from the box and keep 1: Wyvern Poison & Unkown Item - keep the highest # card.
Off turn actions:
During Ezren's turn, auto-fail BYA check against Koriantu and bury Stone Skin.
Send Bottled Lightning to recovery in place of Fuse Grenade. Potion of Heroism adds 1d6. Location adds 1d4
Combat 24:1d10 + 5 + 4d8 + 1d6 + 1d4 ⇒ (6) + 5 + (6, 6, 4, 6) + (6) + (3) = 42 success
Cogsnap has the following resources for Ezren's close check:
Deathbane Sling freely recharges to add 1d4+1
Flensing Jelly recharges to add 1d6 and Acid or Poison
Deathtrap in a Jar eventually recharges to add 1d6 and Piercing or Slashing
Fuse Grenade eventually recharges to add 2d8 and Bludgeoning and Fire.
Displayed:Potion of Heroism,
Deck: 14 Discard: 2 Buried: 1
Current Location: Barracks
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Deathtrap in a Jar, Flensing Jelly, Fuse Grenade
Distant -
L&D - Deathbane Sling
Other: Dice Re-Roll Used for 6A?: N
The hour of Sarenrae's Light When this is the hour: When you heal, you may heal an additional card.
Send Blue War Paint to recovery to draw 2 cards: Crystalline Carnivore & Potion of Heroism.
Send Potion of Heroism to recovery to draw 2 cards: Blessing of the Elements and Ambrosia.
Display Potion of Heroism.
Remain at Barracks.
Explore:
Ember Ghoul:
Monster 5
Traits
Undead
Ghoul
Fire
Check
Combat
20
Powers
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Send Crystalline Carnivore to recovery in place of Bottled Lightning. Potion of Heroism adds 1d6.
Combat 20:1d10 + 5 + 3d8 + 1d6 ⇒ (10) + 5 + (5, 7, 8) + (2) = 37 defeated Each local character needs to succeed at a Con/Fort 8 check or bury the top card of their deck. Cogsnap sends Ambrosia to recovery in place of Elixir of Focus to add Ezren's Int skill to his AA check.
Send Elixir of Focus to recovery to add Craft skill to Cogsnap's AA check. PoH adds 1d6.
Constitution 8:2d6 + 1d10 + 5 ⇒ (6, 4) + (4) + 5 = 19 success
Recharge Venster Arabasti to draw 2 new Liquid/Alchemical Items and keep 1: Silver War Paint (I4) and None Available.
End turn. Send Bottled Lightning to recovery in place of Potion of Heroism. All Alchemical boons in recovery are recharged. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "You gotta try this stuff, Ezren." hic "Two bottles of the stuff and I have so much ENERGY! I must have another bottle in here somewhere you can try..." urp
Displayed:Potion of Heroism,
Deck: 14 Discard: 2 Buried: 0
Current Location: Barracks
Hero Points (Available): 1
NOTES: Available Support: Venster Arabasti will be discarded to draw the hour when the suit matches the Harrow suit for the scenario. Feel free to use:
Local - Deathtrap in a Jar, Flensing Jelly
Distant -
L&D - Stone Skin, Deathbane Sling
Other: Dice Re-Roll Used for 6A?: N
Deck, Discard, Buried:
Reloaded: Returning Totem Spear (loot),
Middle of Deck (Unknown Order): 0
Recharged: Blackfingers, Lyrune-quah Moon Maiden (loot), Liquid Persuasion, Alkali Flask, The Snakebite, Blessing of the Elements 1, Venster Arabasti (acq), Potion of Restoration, Crystalline Carnivore, Elixir of Focus, Ambrosia, Bottled Lightning, Blue War Paint (acq),
Discard Pile: Blessing of the Elements 2, The Unicorn (Harrow), Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
At the start of the scenario, Cogsnap will uncheck Truthspeaker Akram.
Discard BotElements for Radovan's check.
The hour of Irori's Mastery When this is the hour: On your blessed check, you may reroll any dice showing 1.
Remain at Cell.
Explore:
Red Mantis Assassin:
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Send Liquid Persuasion to recovery for BA check:
Wisdom 4+#=10:1d6 + 1d10 + 5 ⇒ (6) + (2) + 5 = 13 success
Send Alkali Flask to recovery to use Ranged skill. Freely recharge Blackfingers to bless. Cogsnap's power adds 1d6. Discard
Combat 10+##=22:2d8 + 3 + 4d6 ⇒ (5, 1) + 3 + (3, 6, 6, 2) = 26 defeated
Recharge Lyrune-quah Moon Maiden to draw 2 new Liquid/Alchemical Items from the box and keep 1: Silver War Paint (I4) & Blue War Paint (I4) - Keep Blue War Paint
Attempt to close location. Discard The Unicorn to bless.
Disable 6+#=12:2d8 + 5 ⇒ (5, 1) + 5 = 11 re-roll 1 per hour power Disable 6+#=12:5 + 1d8 + 5 ⇒ 5 + (6) + 5 = 16 success Cell closed. Draw new ally: Venster Arabasti (Ally 6). Move to Barracks.
End turn. Recharge all Alchemical Items in recovery. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles CLANG! "...and STAY in there! One good way to get rid of you no-good, assassin types is too lock you up and swallow the key!"
Displayed: Deck: 14 Discard: 2 Buried: 0
Current Location: Barracks
Hero Points (Available): 1
NOTES: Available Support: Venster Arabasti will be discarded to draw the hour when the suit matches the Harrow suit for the scenario. Feel free to use:
Local - Elixir of Focus
Distant -
L&D - Blessing
Other: Dice Re-Roll Used for 6A?: N
Deck, Discard, Buried:
Reloaded: Returning Totem Spear (loot),
Middle of Deck (Unknown Order): Deathtrap in a Jar, Deathbane Sling, Blessing of the Elements 1, Flensing Jelly, Ambrosia, Potion of Heroism, Crystalline Carnivore, Bottled Lightning (OG), Stone Skin
Recharged: Blackfingers, Lyrune-quah Moon Maiden (loot), Liquid Persuasion, Alkali Flask,
Discard Pile: Blessing of the Elements 2, The Unicorn (Harrow), Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Displayed: Deck: 13 Discard: 0 Buried: 0
Current Location: Cell
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Liquid Persuasion adds 1d10+5 to a Wis/Cha check
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 6A?: N
Deck, Discard, Buried:
Reloaded: Returning Totem Spear (loot),
Middle of Deck (Unknown Order): Deathbane Sling, Potion of Restoration, Deathtrap in a Jar, Ambrosia, Flensing Jelly, Crystalline Carnivore, Stone Skin, Elixir of Focus, Blessing of the Elements 1, Bottled Lightning, Bottled Lightning (OG), Potion of Heroism
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
The hour of Sands of the Hour When this is the hour: No effect
Remain at Tower.
Discard Blackfingers to explore:
Ildervok:
Story Bane Monster 5
Traits
Undead
Fiend
Check
Combat
30
Powers
Immune to Cold, Mental, and Poison.
Before acting, each local character either buries the top card of their deck, discards a random card, or suffers 1d4+1 Cold damage.
If undefeated, bury all Magic boons in your hand, displayed cards, and discards.
Bury top card of deck for BA power: Deathbane Sling.
Send Bottled Lightning to recovery, Potion of Heroism adds 1d6. Cogsnap's power adds 1d6 for Alchemical Ranged combat check. Blackfingers and Keppira add d4s. Subtract 1 for each die rolled for Exhausted.
Angban discards Dragon Pistol to add 1d6, Sajan freely recharges Blackjack's Daggers to add 1d4+1, Ezren discards The Carnival to bless. Combat 30:2d8 + 3 + 3d8 + 3d6 + 3d4 + 1 - 11 ⇒ (3, 2) + 3 + (7, 2, 5) + (5, 3, 1) + (2, 3, 4) + 1 - 11 = 30 defeated
Recharge Liquid Persuasion to draw 2 new Liquid/Alchemical cards from the box and keep 1: Bloodroot Poison and another item - Keep the highest AD# boon.
We win!
Displayed:Potion of Heroism,
Deck: 18 Discard: 0 Buried: 1
Current Location: Tower
Hero Points (Available): 0 // Cogsnap the Unbleached has the following scourges marked:
Dazed:
While Marked:
You may explore only once per turn and you may not examine locations.
If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.
NOTES: Available Support: Feel free to use:
Local - Liquid Persuasion adds 1d10+5 to a Wis/Cha check, Returning Totem Spear reloads to add 1d8 to a combat check
Distant -
L&D - Blessing
Other: Dice Re-Roll Used for 5A?: Y
Displayed:Potion of Heroism,
Deck: 16 Discard: 0 Buried: 1
Current Location: Bridge
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local - Liquid Persuasion adds 1d10+5 to a Wis/Cha check
Distant -
L&D - Blessing
Other: Dice Re-Roll Used for 5A?: Y
Retcon from last turn:
Cogsnap forgot 1d4 from Keppira D'Bear vs an Undead bane and would have defeated Mithrodar with the extra die.
Recharge Deathbane Sling to draw 2 new Liquid/Alchemical Item from the box and keep 1: Red War Paint (I4) & another random Item. Will decide once I see the other item.
At end of turn, send new Item to recovery in place of Potion of Heroism.
At the start of Radovan's turn, still use Ambrosia to heal and remove scourge then recharge Mute Hag to examine top card of new location.
Updated hand:
Displayed:Potion of Heroism,
Deck: 15 Discard: 0 Buried: 1
Current Location: Bridge
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local - Flensing Jelly adds 1d6 and Acid or Poison to combat, Poriton of Restoration to draw 2 cards
Distant -
L&D - Deathbane Sling +1 (freely), Blessings
Other: Dice Re-Roll Used for 5A?: Y
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Deathtrap in a Jar, Deathbane Sling, Wyvern Poison (acq), The Mute Hag (Harrow), Item Placeholder, Blessing of the Elements 2, Elixir of Focus, Alkali Flask, Ambrosia (acq), Bottled Lightning (OG), Liquid Persuasion, Lyrune-quah Moon Maiden (loot), The Snakebite, Stone Skin, Bottled Lightning
Recharged: Discard Pile: Buried Pile: Andachi (acq),
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Off turn:
Send Crystalline Carnivore to recovery in place of Potion of Restoration to recovery to draw 2 cards: Flensing Jelly & The Mute Hag.
Send Ambrosia to recovery to heal Radovan:1d4 + 1 ⇒ (2) + 1 = 3 cards & remove Drained scourge.
Recharge The Mute Hag to examine the top card of the location:1d2 ⇒ 1 Mithrodar the Unchained
Heal The Snakebite for playing Harrow. All checks against Mithrodar are blessed if encountered this turn.
Displayed: Deck: 15 Discard: 0 Buried: 1
Current Location: Bridge
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local - Flensing Jelly adds 1d6 and Acid or Poison to combat, Poriton of Restoration to draw 2 cards
Distant -
L&D - Deathbane Sling +1 (freely), Blessings
Other: Dice Re-Roll Used for 5A?: Y
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Elixir of Focus, Bottled Lightning (OG), Wyvern Poison (acq), The Snakebite, Bottled Lightning, Returning Totem Spear (loot), Alkali Flask, Stone Skin, Ambrosia (acq), Lyrune-quah Moon Maiden (loot), Deathtrap in a Jar, The Mute Hag (Harrow), Potion of Heroism, Blessing of the Elements 2, Liquid Persuasion
Recharged: Discard Pile: Buried Pile: Andachi (acq),
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Retcon: Two turns ago, Cogsnap should have sent Wyvern Poison to recovery in place of Potion of Heroism. Last turn, Cogsnap should have sent Bottled Lightning (OG) to recovery in place of Potion of Heroism. At hand reset he drew Elixir of Focus.
The hour of Our Lord in Iron When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
Remain at Bridge.
Explore:
Mithrodar The Chained:
Story Bane Monster 5
Traits
Undead
Incorporeal
Check
Combat
26
OR
Divine
13
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
BYA - each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced. Send Elixir of Focus, Alkali Flask and Liquid Persuasion to recovery to add 1d10+5 to Cogsnap's and 2 other local BYA checks.
Auto-succeed at BYA check with 1d10+5.
Send Bottled Lightning to recovery, recharge BotElements to bless, Potion of Heroism adds 1d6, reveal weapon to add 1 per hour.
Combat 26:2d10 + 5 + 3d8 + 1d6 + 1 ⇒ (1, 5) + 5 + (2, 8, 2) + (1) + 1 = 25 failed by 1, no hero points or re-roll remaining
Reveal Steel Ibis Lamellar to block damage.
End turn, send Potion of Heroism to recovery, recharge all Alchemical items in recovery and reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles and stunned disbelief "...Well ...that just sort of fizzled, didn't it?"
Displayed: Deck: 15 Discard: 1 Buried: 1
Current Location: Bridge
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local - Crystal Carnivore adds 1 die to a local combat check
Distant -
L&D - Deathbane Sling +1 (freely), Blessings
Other: Dice Re-Roll Used for 5A?: Y
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Flensing Jelly, The Mute Hag (Harrow), Returning Totem Spear (loot), Lyrune-quah Moon Maiden (loot), Deathtrap in a Jar, Ambrosia (acq), Stone Skin, Wyvern Poison (acq), Bottled Lightning (OG), Blessing of the Elements 2, Potion of Heroism, Elixir of Focus, Alkali Flask, Liquid Persuasion, Bottled Lightning,
Discard Pile: The Snakebite, Buried Pile: Andachi (acq),
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "There sure are a lot of undead in this castle. Really makes you think twice about following Mithrodars example of running headlong into a fight with them..."
Displayed:Potion of Heroism, Wyvern Poison (acq),
Deck: 13 Discard: 1 Buried: 1
Current Location: Bridge
Hero Points (Available): 0
NOTES: Available Support: Feel free to use:
Local - Bottled Lightning to ignore BA power, Liquid Persuasion
Distant -
L&D - Deathbane Sling +1 (freely), Blessing
Other: Dice Re-Roll Used for 5A?: Y
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Restoration, Crystalline Carnivore, Blackfingers, Elixir of Focus, Ambrosia, Blessing of the Elements 1
Recharged: Flensing Jelly, The Mute Hag (Harrow), Returning Totem Spear (loot), Lyrune-quah Moon Maiden (loot), Deathtrap in a Jar, Ambrosia (acq), Stone Skin,
Discard Pile: The Snakebite, Buried Pile: Andachi (acq),
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Off turn actions:
Draw a card when Dungeons closes: Bottled Lightning.
Move to Bridge. Reveal Steel Ibis Lamellar to reduce Besieged damage to 0.
The hour of Lady Despair When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead.
Remain at Bridge.
Explore:
Eternal Glyphs:
Barrier 4
Traits
Trap
Magic
Check
Intelligence
Knowledge
13
OR
Disable
12
Powers
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.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "....aaaand, that should take care of that. Keep this area clear for a bit, though. I'm fairly certain I disabled the worst of that trap..."
Displayed:Potion of Heroism, Wyvern Poison (acq),
Deck: 14 Discard: 1 Buried: 0
Current Location: Bridge
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Bottled Lightning, Liquid Persuasion
Distant -
L&D -
Other: Dice Re-Roll Used for 5A?: Y
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Crystalline Carnivore, Blessing of the Elements 1, Ambrosia, Potion of Restoration, Elixir of Focus, Blessing of the Elements 2, Blackfingers
Recharged: Flensing Jelly, The Mute Hag (Harrow), Returning Totem Spear (loot), Lyrune-quah Moon Maiden (loot), Deathtrap in a Jar, Ambrosia (acq), Stone Skin,
Discard Pile: The Snakebite, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
The hour of The Eternal Rose When this is the hour: When you encounter a monster, you may evade it.
Remain at Cell.
Display Potion of Heroism.
Explore:
Lashton:
Story Bane Monster 5
Traits
Undead
Skeleton
Check
Combat
18
THEN
Combat
21
Powers
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.
Display Lyrune-quah Moon-Maiden. Before acting, summon & encounter:
Ancient Skeleton:
Story Bane Monster 1
Traits
Undead
Skeleton
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
Display Stone Skin to reduce BA Combat damage to 0. Reveal Returning Totem Spear, recharge Flensing Jelly to add 1d6, Potion & Lyrune-quah add d6s.
Combat 11+##=21:1d8 + 3 + 1d8 + 2 + 3d6 ⇒ (1) + 3 + (6) + 2 + (1, 3, 5) = 21 defeated
Recharge The Mute Hag to draw 2 new Liquid/Alchemical Items from the box and keep 1: Ambrosia (I3) & Red War Paint (I4 - per Hangouts) - keep Ambrosia.
Continue Henchman encounter. Reveal Returning Totem Spear, Lyrune & PoH add d6s.
Combat 18:2d8 + 5 + 2d6 ⇒ (6, 7) + 5 + (5, 4) = 27 success
For second combat check, same boons used except discard The Snakebite to bless.
Combat 21:3d8 + 5 + 2d6 ⇒ (8, 5, 8) + 5 + (4, 3) = 33 defeated
Recharge Returning Totem Spear to draw 2 new Liquid/Alchemical Items from the box and keep 1: Silver War Paint (I4) & Wyvern Poison (I5) - keep Wyvern Poison.
Attempt to close location. Send Deathtrap in a Jar to recovery to add a die to a disable check.
Disable 6+#=11:2d8 + 5 ⇒ (8, 4) + 5 = 17 Location closed. Draw a new Ally from the box: Andachi (A5).
Move to Dungeons. Stone Skin reduces Besieged damage to 0.
End turn. Recharge Lyrune-quah Moon Maiden. Send Ambrosia to recovery in place of Potion of Heroism. Attempt recovery:
Ambrosia recharged per Cogsnap's power.
Stone Skin - Arcane 9:1d10 + 4 + 1d6 ⇒ (8) + 4 + (2) = 14 recharged
Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "Trapped in a cell with a pair of reanimated skeletons is not my idea of a good time..."
Displayed:Potion of Heroism,
Deck: 15 Discard: 1 Buried: 0
Current Location: Dungeons
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Bottled Lightning, Liquid Persuasion
Distant -
L&D -
Other: Dice Re-Roll Used for 5A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of the Elements 1, Potion of Restoration, Elixir of Focus, Blackfingers, Crystalline Carnivore, Blessing of the Elements 2, Bottled Lightning (OG), Ambrosia
Recharged: Flensing Jelly, The Mute Hag (Harrow), Returning Totem Spear (loot), Lyrune-quah Moon Maiden (loot), Deathtrap in a Jar, Ambrosia (acq), Stone Skin,
Discard Pile: The Snakebite, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Displayed: Deck: 13 Discard: 0 Buried: 0
Current Location: Cell
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local -
Distant -
L&D -
Other: Dice Re-Roll Used for 5A?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Ambrosia, Crystalline Carnivore, Bottled Lightning (OG), Steel Ibis Lamellar, Liquid Persuasion, Blessing of the Elements 1, Potion of Restoration, Blessing of the Elements 2, Blackfingers, Deathbane Sling, Alkali Flask, Elixir of Focus, Bottled Lightning
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Off turn actions:
Received Dread Helm from Angban (Thanks!).
During Ezren's turn, take first combat check vs Wraith.
Send Acid Rain to recovery (Magic trait), reveal Headband to add 1d4, recharge The Snakebite to bless, place Returning Totem Spear on top of deck to add 1d8.
Combat 13+##=23:4d6 + 9 + 1d4 + 1d8 ⇒ (6, 3, 4, 6) + 9 + (2) + (4) = 34 success
Move to Slaughterhouse when location closes. Reveal Dread Helm to reduce Besieged damage to 0.
Acid Rain recovery - Arcane 13:1d10 + 4 + 1d4 ⇒ (2) + 4 + (1) = 7 discarded
At the start of Sajan's turn, send Potion of Restoration to recovery to draw 2 cards: Bottled Lightning (non-core) & Liquid Persuasion.
Displayed: Deck: 14 Discard: 2 Buried: 3
Current Location: Slaughterhouse
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Elixir of Focus, Bottled Lightning, Liquid Persuasion
Distant -
L&D -
Other: Dice Re-Roll Used for 5B?: N
Deck, Discard, Buried:
Reloaded: Returning Totem Spear (loot),
Middle of Deck (Unknown Order): Stone Skin, Blackfingers, Deathbane Sling, Potion of Heroism, Bottled Lightning
Recharged: Flensing Jelly, Crystalline Carnivore, Ambrosia, Deathtrap in a Jar, Shoanti Barbarian Hide (acq), Alkali Flask, Fate-reader Lenses (acq), The Snakebite,
Discard Pile: Blessing of the Elements 1, Acid Rain (acq), Buried Pile: Armored Coat, The Queen Mother (Harrow), Blessing of the Elements 2,
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Off turn actions:
Send Alkali Flask to recovery in place of Elixir of Focus for Angban's check.
Recharge Alkali Flask at end of turn per Cogsnap's power.
The hour of Sands of the Hour When this is the hour: No effect.
Give Volcanic Storm to Ezren.
Remain at Chambers.
Explore:
Dandasuka:
Monster 3
Traits
Outsider
Rakshasa
Check
Combat
11
Powers
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
For BYA check, freely reveal Headband to add 1d4 and reveal Fate-reader Lenses to add 1d10.
Wisdom 7:1d6 + 1d4 + 1d10 ⇒ (4) + (4) + (4) = 12 success
Reveal Returning Totem Spear to use Ranged with the Piercing trait.
Combat 11-4=7:2d8 + 4 ⇒ (8, 2) + 4 = 14 re-roll 1st d8 per Dandasuka's power Re-roll:1d8 + 6 ⇒ (2) + 6 = 8 defeated
Recharge Fate-reader Lenses to draw 2 new Liquid/Alchemical Items from the box and keep 1: Bottled Lightning (I4) or Silver War Paint (I4) - keep the Lightning.
End turn. Bury BotElements from discard for Withering. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "Ezren, Ezren. Take a look at this... MATCHING HEADBANDS! HahaHAAA! We look so great, I can hardly take in all this majesty!"
Displayed: Deck: 14 Discard: 1 Buried: 3
Current Location: Chambers
Hero Points (Available): 1
NOTES: Available Support: Feel free to use:
Local - Returning Totem Spear, Elixir of Focus, Bottled Lightning
Distant -
L&D - The Snakebite recharges to bless non-Dex/Str combat check; if it invokes Poison, double bless
Other: Dice Re-Roll Used for 5B?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Heroism, Bottled Lightning, Stone Skin, Blackfingers, Deathbane Sling, Bottled Lightning (OG), Liquid Persuasion
Recharged: Flensing Jelly, Crystalline Carnivore, Ambrosia, Deathtrap in a Jar, Shoanti Barbarian Hide (acq), Alkali Flask, Fate-reader Lenses (acq),
Discard Pile: Blessing of the Elements 1, Buried Pile: Armored Coat, The Queen Mother (Harrow), Blessing of the Elements 2,
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Wisdom
Arcane
Divine
11
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
End turn. Bury random card from discard for Withering: The Queen Mother. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "A stash of spell scrolls and a nice pair of reading lenses! Wait a second, these aren't just any reading lenses..."
Displayed: Deck: 14 Discard: 2 Buried: 2
Current Location: Chambers
Hero Points (Available): 1
NOTES: Available Support: Feel free to use the following support if needed:
Local - Returning Totem Spear, Elixir of Focus
Distant -
L&D - Fate-reader lenses reveal to add 1d10 to any Perception check.
Other: Dice Re-Roll Used for 5B?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Snakebite, Blackfingers, Liquid Persuasion, Potion of Heroism, Deathbane Sling, Bottled Lightning (OG), Bottled Lightning, Potion of Restoration, Stone Skin
Recharged: Flensing Jelly, Crystalline Carnivore, Ambrosia, Deathtrap in a Jar, Shoanti Barbarian Hide (acq),
Discard Pile: Blessing of the Elements 2, Blessing of the Elements 1, Buried Pile: Armored Coat, The Queen Mother (Harrow),
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Displayed: Deck: 14 Discard: 1 Buried: 1
Current Location: Chambers
Hero Points (Available): 1
NOTES: Available Support: Feel free to use the following support if needed:
Local - Returning Totem Spear, Elixir of Focus
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 5B?: N
Displayed:Shoanti Barbarian Hide (acq),
Deck: 13 Discard: 1 Buried: 0
Current Location: Storehouse
Hero Points (Available): 2
NOTES: Available Support: Feel free to use the following support if needed:
Local - Returning Totem Spear, Elixir of Focus
Distant -
L&D - Lyrune-quah Moon Maiden, Blessings
Other: Dice Re-Roll Used for 5B?: N
The hour of The Cyclone When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
Remain at Storehouse.
Explore:
Headband Of Mental Superiority:
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Send Flensing Jelly to recovery in place of Elixir of Focus to add Craft.
Intelligence 13:2d10 + 8 ⇒ (8, 6) + 8 = 22 acquired
Banish Crystalline Carnivore to recovery to explore:
Shoanti Barbarian Hide:
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Send Ambrosia to recovery in place of Elixir of Focus to add Craft.
Constitution 12:1d6 + 1d10 + 5 ⇒ (4) + (4) + 5 = 13 acquired
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Auto-fail and banish.
Discard The Queen Mother to explore & heal BotElements for playing Harrow:
Haughty Nobles:
Barrier 1
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Send Deathtrap in a Jar to recovery in place of Elixir of Healing to add Craft. Urban increases difficulty by 4. The Queen Mother subtracts 2. Reveal Headband to add 1d4.
Charisma 6+#+4=15:1d6 + 1d10 + 5 - 2 + 1d4 ⇒ (4) + (4) + 5 - 2 + (4) = 15 defeated
Summon & encounter a new Spell:
Chain Lightning:
Spell 3
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
11
Powers
Display. While displayed:
• For your combat checks, you may use Arcane + 3d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Display Armor.
End turn. All alchemical items in recovery automatically recharged. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached: ambient sound of clinking bottles "Wretched haughty nobles and the overpriced goods. I'll tell them where to..."(indecipherable muttering under breath continues)
Displayed:Shoanti Barbarian Hide (acq),
Deck: 13 Discard: 1 Buried: 0
Current Location: Storehouse
Hero Points (Available): 2
NOTES: Available Support: Feel free to use the following support if needed:
Local - Returning Totem Spear, Elixir of Focus
Distant -
L&D - Lyrune-quah Moon Maiden, Blessings
Other: Dice Re-Roll Used for 5B?: N
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blackfingers, Stone Skin, Bottled Lightning (OG), Deathbane Sling, Potion of Heroism, Liquid Persuasion, Bottled Lightning, The Snakebite, Potion of Restoration
Recharged: Flensing Jelly, Crystalline Carnivore, Ambrosia, Deathtrap in a Jar,
Discard Pile: The Queen Mother (Harrow), Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Weapons, Alchemical, Arcane POWERS: BLOODBOMBER Role Card
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. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check. □ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.