Location Power: When you encounter a bane, you may not play allies on your checks.
Free exploration: Wounded Lands Card 1 is Brimorak Scenario Power: During the first exploration of each turn, damage dealt is decreased by 1. Scenario Power: Treat the henchman Brimorak as if it is the henchman Fiendish Minotaur.
Fiendish Minotaur:
Henchman
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait. Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
BYA Combat dmg:1d4 - 1 ⇒ (4) - 1 = 3 Scenario Power: During the first exploration of each turn, damage dealt is decreased by 1. Recharge Magic Leather Armor to reduce Combat dmg by 2 to 0.
When Closing: Succeed at a Wisdom or Survival 8 check. Recharge Kolo Wis 8:1d10 + 1d8 + 1 ⇒ (4) + (8) + 1 = 13 Wounded Lands is closed When Permanently Closed: On closing, bury a boon. - bury Bestiary of Garund.
Scenario Power: Herald of Iomedae is displayed - at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.
Displayed: Deck: 9 Discard: 3 Buried: 1
Current Location: Wounded Lands
Hero Points: 0
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane
Find Traps: +2 dice vs any barrier
Cure: available for local healing
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Abraxas, Frigid Blast, Apprentice, Fire Snake, Blessing of the Spellbound 1, Blessing of the Spellbound 2, Blessing of Pharasma 2
Recharged: Magic Leather Armor, Kolo (WoTR),
Discard Pile: Kimroth Otai, Raconteur, Holy Light, Buried Pile: Bestiary of Garund,
Favored Card: Spell Hand Size: 5 ☐ 6 Proficiencies: Light Armors | ☐ Heavy Armors POWERS (Role: none yet):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.
Displayed:Magic Leather Armor,
Deck: 10 Discard: 0 Buried: 0
Current Location: Wounded Lands
Hero Points: 0
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Shardra power: recharge a spell to allow local character to reroll failed check to defeat a bane
Find Traps: +2 dice vs any barrier
Kolo: Recharge +1d8+# any local check to defeat barrier or close location
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Frigid Blast, Blessing of the Spellbound 2, Apprentice, Fire Snake, Blessing of Pharasma 1, Chronicler, Blessing of Pharasma 2, Blessing of the Spellbound 1, Blessing of Abraxas, Cure
Recharged: Discard Pile: Buried Pile:
Favored Card: Spell Hand Size: 5 ☐ 6 Proficiencies: Light Armors | ☐ Heavy Armors POWERS (Role: none yet):
When a local character would fail a check to defeat a bane, you may recharge a spell to allow them to reroll.
When you succeed at a Knowledge check, you may examine the top card (☐ or 2 cards) of your (☐ or any) location deck.
Off turn: play Flame Cannon for Jirelle, sending Jelly to Recovery. Then auto-recharge Jelly.
Start of Turn: bury Dragon's Breath
Give card: Divine Fortune to Oloch
Free exploration
Lost in the Storm Card 1 is Karkinoi:
None
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 25
The difficulty to defeat is increased by the adventure deck number of the current scenario.
If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll.
If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge The Inquisitor. Cogsnap Goodies are Potion of Heroism and Potion of the Ocean. Choose Potion of the Ocean.
Ask Oloch to display Potion of Heroism (2) on Cogsnap.
Banish Hyapatia to explore location
Lost in the Storm Card 2 is Blessing of Pharasma:
SS
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Bury Canteen to draw Acid Flask and Bottled Lightning
Discard Blessing of Pharasma to explore
Lost in the Storm Card 3 is Pirate Guard:
SS
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. - don't use the power.
Banish Omara to explore
Lost in the Storm Card 4 is Goose in the Rigging:
SS
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
None
Villain B
Type: Monster
Traits:
Aberration
Aquatic
Diety
To Defeat:
Combat 42
THEN Combat 42
OR Divine 24
Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck.
If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck.
BYA - n/a
Play Potion of the Ocean (sending Acid Flask to Recovery) to auto-succeed at the first check
Play Potion of the Ocean (sending it to Recovery) to auto-succeed at the second check
We win!
Turn Summary:
* Gave Divine Fortune to Oloch
* Banished Capt. Riptooth, Hyapatia, Omara, Powderpot
* Asked Oloch to play Potion of Heroism on Cogsnap (will banish at the end of Oloch's turn)
Flame Cannon - [freely] +2d8 (Fire) to ANY combat check
Will display Parade Armor if I need to take dmg
Will give Divine Fortune to Oloch on my next turn
Jelly: recharge +1d6 (and Acid or Poison) for local Combat or Disable
Inquisitor: bless, ignoring immunities and resistances
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Anesthetizing Slime
Recharged: Fuse Grenade, Fire Lance, Crystalline Carnivore, Powder Keg, Potion of Heroism 2, Ambrosia, Elixir of Focus, Deathtrap in a Jar,
Discard Pile: Alchemist's Suit, The Uprising, Buried Pile: Poisoned Sand Tube, The Prince of Pain, Blackfingers,
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Lost in the Storm Card 1 is Avatar of Dagon (Villain!):
None
Villain B
Type: Monster
Traits:
Aberration
Aquatic
Diety
To Defeat:
Combat 42
THEN Combat 42
OR Divine 24
Before you act, if there are other cards in the location deck, the Avatar of Dagon is evaded; put him on the bottom of the location deck.
If you fail a check to defeat the Avatar of Dagon, succeed at a Constitution or Fortitude 17 check or bury the top 1d6+1 cards of your deck.
BYA - Avatar is evaded and recharged at the bottom of the location.
Discard The Uprising to explore
Lost in the Storm Card 2 is Divine Fortune:
SS
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
Play Elixir of Focus, sending Ambrosia to Recovery Wis 11, heroism:1d6 + 1d6 + 1d10 + 5 ⇒ (1) + (1) + (10) + 5 = 17
Banish Kerdak Bonefist to explore
Lost in the Storm Card 3 is Albatross Soup:
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Displayed:Impossible Bottle, Potion of Heroism, Liquid Courage, Canteen,
Deck: 9 Discard: 2 Buried: 3
Current Location: Lost in the Storm
Hero Points: 8
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Flame Cannon - [freely] +2d8 (Fire) to ANY combat check
Will display Parade Armor if I need to take dmg
Will give Divine Fortune to Oloch on my next turn
Jelly: recharge +1d6 (and Acid or Poison) for local Combat or Disable
Inquisitor: bless, ignoring immunities and resistances
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Anesthetizing Slime
Recharged: Fuse Grenade, Fire Lance, Crystalline Carnivore, Powder Keg, Potion of Heroism 2, Ambrosia, Elixir of Focus, Deathtrap in a Jar,
Discard Pile: Alchemist's Suit, The Uprising, Buried Pile: Poisoned Sand Tube, The Prince of Pain, Blackfingers,
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Display Impossible Bottle Display Potion of Heroism
Free exploration
Lost in the Storm Card 3 is Karkinoi:
None
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 25
The difficulty to defeat is increased by the adventure deck number of the current scenario.
If the Karkinoi would be defeated, reroll the dice. The Karkinoi is defeated or undefeated based solely on the result of the new die roll.
If the check to defeat does not include the Attack trait, after you act, the Karkinoi deals 2 Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Jelly. Cogsnap Goodies are Powder Keg and Potion of Flying. Choose Powder Keg.
Play Carnivore to explore, sending it to Recovery
Lost in the Storm Card 2 is Koko:
SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
BYA Reiko, Jirelle, Cogsnap, and Oloch (has armor) each take 1 Ranged Combat dmg. Cogsnap discards Alchemist's Suit for its power to reduce Combat dmg by 3 (to 0), then search my deck for any Alchemical Card - Parade Armor - and draw it.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Fuse Grenade. Cogsnap Goodies are Potion of Heroism 2 and Potion of Healing. Choose Potion of Heroism 2.
End turn, sending Potion of Heroism 2 to Recovery instead of Potion of Heroism
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
Turn Summary:
* Storm cards 1-4 are now gone
* Reiko, Jirelle, and Oloch each take 1 Ranged Combat dmg
Displayed:Impossible Bottle, Potion of Heroism,
Deck: 12 Discard: 1 Buried: 1
Current Location: Lost in the Storm
Hero Points: 8
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Flame Cannon - [freely] +2d8 (Fire) to ANY combat check
Will display Parade Armor if I need to take dmg
Elixir of Focus: On a local non-combat check, recovery to add the character's Intelligence or Craft skill.
Ambrosia: local healing 1d4+1; also: +2d6 on local checks vs Outsider/Undead
Deathtrap in a Jar: add 1d6 and the Piercing or Slashing trait to a local combat check, or to add 1 die to a local Disable check
The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Prince of Pain: freely discard to add 1 + number of Cogsnap's discards (currently 1)
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Displayed: Deck: 14 Discard: 0 Buried: 0
Current Location: Lost in the Storm
Hero Points: 8
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Dragon's Breath, The Uprising, Canteen, Elixir of Focus, Flame Cannon, The Prince of Pain, Acid Flask (Classic), Anesthetizing Slime, Blackfingers, The Inquisitor, Liquid Courage, Deathtrap in a Jar, Parade Armor, Ambrosia
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Location Power: At the start of your turn, a character at another location may move to this location.
Free exploration
Helm Card 2 is Sapphire of Intelligence:
SS
Item B
Traits:
Object
Magic
To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Int 7, heroism:1d10 + 3 + 1d6 ⇒ (1) + 3 + (5) = 9
Send Deathtrap in a Jar to recovery to explore (adding 1 die to Disable checks)
Helm Card 3 is Hurricane Winds:
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Send Acid Flask to Canteen to use Disable +2d6 vs barrier
Helm When Closing: Succeed at a Wisdom 30 check. The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile (14)
Recharge Sapphire to use Int die Ask Jirelle to use one of her two blessings Ask Jirelle to use Evangelist Wis 30-14=16, heroism, 2 Oloch cards:2d10 + 1d6 + 4 + 1d4 ⇒ (6, 7) + (4) + 4 + (4) = 25
Helm is closed Choose not to do the WPC power
Send Ambrosia to Canteen to heal Jirelle Heal Jirelle:1d4 + 1 ⇒ (4) + 1 = 5
Display Parade Armor
End turn, sending Lance and Tube to Recovery instead of Potion of Heroism and Parade Armor
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
At the start of Oloch's turn: bury Canteen to draw cards from it.
Play Ambrosia, sending Glue to Recovery, to heal self Healing Cogsnap:1d4 + 1 ⇒ (1) + 1 = 2
Displayed:Potion of Heroism, Impossible Bottle, Parade Armor,
Deck: 12 Discard: 3 Buried: 1
Current Location: Helm
Hero Points: 7
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Impossible Bottle is displayed and reduces Structural dmg to ship by 2
Find Traps: +2 dice vs barrier
Ambrosia: local healing 1d4+1; also: +2d6 on local checks vs Outsider/Undead
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Uprising, The Prince of Pain, Flame Cannon, Poisoned Sand Tube, Liquid Courage, Alchemist's Suit, Fire Lance, Magic Wooden Armor, Liquid Ice, Flensing Jelly (Core), Deathtrap in a Jar, Sapphire of Intelligence
Recharged: Discard Pile: Pearl of Magic, Blackfingers, The Inquisitor, Buried Pile: Canteen,
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Move to: Helm Location Power: At the start of your turn, a character at another location may move to this location.
Free exploration
Helm Card 1 is Baby Triceratops:
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
Discard Prince of Pain Wis 13, heroism, 2 Oloch cards:1d6 + 1d6 + 4 + 4 ⇒ (2) + (4) + 4 + 4 = 14
Discard Blackfingers to explore
Helm Card 2 is Find Traps:
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Wis 6, heroism:1d6 + 1d6 ⇒ (3) + (6) = 9
Discard The Inquisitor to explore
Helm Card 3 is Illusory Wall:
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Examine Helm 4 - Hurricane Winds (Henchman) - recharge into the bottom of the location.
Play Flensing Jelly to explore, sending Alchemist's Suit to Recovery
Helm Card 5 is Magic Wooden Armor:
SS
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Con 3, heroism:1d6 + 1 + 1d6 ⇒ (5) + 1 + (4) = 10
Send Jelly to Recovery to Explore
Helm Card 6 is Pirate Sniper:
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Baby Triceratops. Cogsnap Goodies are Alchemical Glue and Liquid Ice. Choose Liquid Ice.
End turn, sending Liquid Ice to Recovery instead of Potion of Heroism
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand, recharging Magic Wooden Armor
Turn Summary:
* Helm now consists of 7 & 8 (both unknown), followed by 4 (Hurricane Winds henchman)
Displayed:Potion of Heroism, Impossible Bottle, Canteen, Elixir of Focus,
Deck: 12 Discard: 5 Buried: 0
Current Location: Helm
Hero Points: 7
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Impossible Bottle is displayed and reduces Structural dmg to ship by 2
Find Traps: +2 dice vs barrier
Ambrosia: local healing 1d4+1; also: +2d6 on local checks vs Outsider/Undead
Deathtrap in a Jar: add 1d6 and the Piercing or Slashing trait to a local combat check, or to add 1 die to a local Disable check
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Crystalline Carnivore, Lady Cerise Bloodmourn, Anesthetizing Slime, Alchemical Glue, Fuse Grenade, Baby Triceratops, Alchemist's Suit, Flensing Jelly (Core), Liquid Courage, Flame Cannon, Liquid Ice, Magic Wooden Armor,
Discard Pile: The Uprising, Pearl of Magic, The Prince of Pain, Blackfingers, The Inquisitor, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Start of Turn: no unoccupied locations; examine top of location: Pearl of Magic
Location Power: At the start of your turn, you may examine the top card of this location deck.
Free exploration
Bow Card 1 is Pearl of Magic:
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
SS
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
When Closing: Succeed at an Intelligence 30 check. Scenario Power: The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile (currently 6)
Play Elixir of Focus, sending it to Canteen Int 30-6=24, heroism, 5 Oloch cards:1d10 + 3 + 1d6 + 10 + 1d10 + 5 ⇒ (5) + 3 + (2) + 10 + (8) + 5 = 33
Bow is closed.
When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck. - choose not to.
End turn, sending Fuse Grenade to Recovery instead of Potion of Heroism
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Location Power: At the start of your turn, you may examine the top card of this location deck - Lady Cerise Bloodmourn
Free exploration
Bow Card 1 is Lady Cerise Bloodmourn:
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Play Elixir of Focus, sending Tube to Recovery Int 8:1d10 + 3 + 1d10 + 5 ⇒ (9) + 3 + (2) + 5 = 19
Play Elixir of Focus, sending Lance to Recovery Cha 11, 1 Oloch card:1d6 + 1d10 + 5 + 2 ⇒ (2) + (6) + 5 + 2 = 15
Display Canteen
Send Jar to Recovery to explore
Bow Card 2 is Sargassum Fiend:
SS
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Play Elixir of Focus, sending Carnivore to Recovery Wis 12, 1 Oloch card:1d6 + 1d10 + 5 + 2 ⇒ (6) + (8) + 5 + 2 = 21
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Dragon's Breath. Cogsnap Goodies are Potion of Healing and Alchemical Glue. Choose Glue.
End turn
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
Start of Oloch's turn: display Potion of Heroism and Liquid Courage
Displayed:Potion of Heroism, Liquid Courage, Canteen,
Deck: 15 Discard: 0 Buried: 0
Current Location: Bow
Hero Points: 7
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Flensing Jelly (Core), The Inquisitor, The Prince of Pain, Impossible Bottle, Alchemist's Suit, Parade Armor, Flame Cannon, Acid Flask (Classic), Ambrosia, Blackfingers
Recharged: Dragon's Breath, Poisoned Sand Tube, Fire Lance, Deathtrap in a Jar, Crystalline Carnivore,
Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Displayed: Deck: 14 Discard: 0 Buried: 0
Current Location: Bow
Hero Points: 7
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Inquisitor, Flensing Jelly (Core), Anesthetizing Slime, Liquid Courage, Ambrosia, The Prince of Pain, The Uprising, Alchemist's Suit, Impossible Bottle, Parade Armor, Flame Cannon, Acid Flask (Classic), Potion of Heroism, Blackfingers
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Lucrehold: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage. Combat dmg:1d4 - 1 ⇒ (4) - 1 = 3 Parade Armor reduces by 3 to 0
Give card: Prince of Pain to Jirelle
Move to: Fort Hazard Location Power: At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
Free exploration
Fort Hazard Card 2 is Rotgut:
SS
Ally 2
Traits:
Animal
Pirate
To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
SS
Villain 6
Type: Monster
Traits:
Human
Bard
Pirate
Animal
To Defeat:
Stealth
Arcane
Wisdom
Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm_ Right, Scurvy?" -- Sweetlips
Jirelle has no Pirate card in hand to banish, so Lucrehold (only other open location) cannot be guarded.
Fort Hazard is closed, but by defeating the villain, so no need to do the location close condition (bury my discards).
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck. Hours lost:1d4 ⇒ 2 Two cards are discarded from the hourglass
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Pteranodon. Cogsnap Goodies are Potion of the Ocean and Liquid Ice. Choose Potion of the Ocean.
Send Tot Flask to Recovery to search deck for Potion of Heroism 2, draw it, then shuffle deck
Display Potion of Heroism 2 on Reiko
End turn, sending Fuse Grenade, Flensing Jelly, and Potion of the Ocean to Recovery instead of Potions of Heroism 1 and 2 and Parade Armor
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand, discarding Archer's Bracers
Turn Summary:
* Gave Prince of Pain to Jirelle
* Reiko discarded Blessing of the Gods
* Fort Hazard is closed and villain escapes to Lucrehold
* Two cards are discarded from the hourglass
* Displayed Potion of Heroism 2 on Reiko
Displayed:Impossible Bottle, Potion of Heroism, Parade Armor, Potion of Heroism 2,
Deck: 15 Discard: 4 Buried: 1
Current Location: Fort Hazard
Hero Points: 6
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Impossible Bottle is displayed and reduces Structural dmg to ship by 2
Potion of Heroism 2 is displayed on Reiko (+1d6 on all checks)
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Hellknight Armor, Flame Cannon, Crystalline Carnivore, Potion of Flying, Elixir of Focus, Blackfingers, Imp, Fuse Grenade 2, Deathtrap in a Jar, Fuse Grenade 3, Ambrosia
Recharged: Tot Flask, Fuse Grenade, Flensing Jelly (Core), Potion of the Ocean,
Discard Pile: Dragon's Breath, The Uprising, The Inquisitor, Archer's Bracers, Buried Pile: Canteen,
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Play Ambrosia, sending Fuse Grenade 3 to Recovery, to heal Jirelle Healing Jirelle:1d4 + 1 ⇒ (4) + 1 = 5 Jirelle heals 5
Free exploration Shuffled Lucrehold:1d7 ⇒ 1
Lucrehold Card 1 is Powderpot:
SS
Villain 6
Type: Monster
Traits:
Charau-ka
Alchemist
Pirate
To Defeat:
Combat 32
Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.
BYA - play Slime to ignore a non-villain bane's power that happens before or after you act - sending Bottled Lightning to Recovery
BYA Jirelle takes 1d6 Fire dmg (doesn't look like she has any way to reduce it?)
Play Fuse Grenade 2, sending it to Recovery Freely play Flame Cannon to add 2d8, sending it to Recovery Combat 32, heroism:1d8 + 4 + 4d8 + 1d6 + 2 + 1d6 + 2d8 ⇒ (8) + 4 + (5, 1, 1, 6) + (2) + 2 + (5) + (1, 6) = 41
AYA: Lucrehold is the only open occupied location, so the power applies to Cogsnap and Jirelle
AYA - play Slime to ignore a non-villain bane's power that happens before or after you act - sending it to Recovery
Unfortunately, Jirelle takes 1d4 Poison dmg, doesn't look like she has any way to reduce...
Powderpot added to the Scenario Defeated List
Henchman at Lucrehold is defeated but Cogsnap has no Pirate trait card to banish to close the location so it remains open.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Hellknight Armor. Cogsnap Goodies are Potion of Flying and Alkali Flask. Choose Potion of Flying.
Play Ambrosia, sending Acid Flask to Recovery, to heal Jirelle Jirelle healing:1d4 + 1 ⇒ (3) + 1 = 4 Jirelle heals 4
Play Ambrosia, sending it to Recovery, to heal Jirelle Jirelle healing:1d4 + 1 ⇒ (2) + 1 = 3 Jirelle heals 3
End turn, sending Potion of Flying to Recovery instead of Potion of Heroism; Potion of Heroism 2 (displayed on Oloch) goes to Recovery
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
At the start of Oloch's turn: display Parade Armor
Displayed:Impossible Bottle, Potion of Heroism, Parade Armor,
Deck: 19 Discard: 1 Buried: 1
Current Location: Lucrehold
Hero Points: 6
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Impossible Bottle is displayed and reduces Structural dmg to ship by 2
Fuse Grenade: (freely?) +2d8 (and Bludgeoning & Fire) vs local combat or local Lock/Obstacle/Skirmish barrier
Jelly: recharge +1d6 (and Acid or Poison) for local Combat or Disable
Inquisitor: bless, ignoring immunities and resistances
The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Prince of Pain: freely discard to add 1 + number of Cogsnap's discards (currently 1)
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Liquid Courage, Imp, Elixir of Focus, Blackfingers, Fire Lance, Poisoned Sand Tube, Crystalline Carnivore
Recharged: Alchemist's Suit, Deathtrap in a Jar, Hellknight Armor, Fuse Grenade 3, Bottled Lightning, Fuse Grenade 2, Flame Cannon, Anesthetizing Slime, Acid Flask (Classic), Ambrosia, Potion of Flying, Potion of Heroism 2,
Discard Pile: Dragon's Breath, Buried Pile: Canteen,
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Move to: Murder Hole Location Power: The difficulty to defeat monsters is increased by 4.
Free exploration
Murder Hole Card 1 is Omara Culverin (Villain! Henchman!):
SS
Villain 6
Type: Monster
Traits:
Human
Gunslinger
To Defeat:
Combat 32
OR Diplomacy 16
Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Send Liquid Courage to Recovery to ignore Monster's BYA powers.
Play Carnivore to ignore AYA, sending Jelly to Recovery Note: my reading of Carnivore's power ("ignore a non-villain bane's powers that happen before or after you act") is that it can be used here because the scenario says that the villains (except for THE villain) are henchmen (i.e. not villains) but if that's incorrect then I would have to take 1d4 Ranged combat dmg here. Ranged Combat dmg if required:1d4 ⇒ 2I would have to disard Jelly and Blackfingers for 2 Ranged Combat dmg. However, I'm pretty sure my interpretation that the Omara is NOT a villain is correct in this case.
Add Omara to the Scenario's Defeated list.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Blackfingers. Cogsnap Goodies are Potion of Heroism and Alkali Flask. Choose Potion of Heroism 2.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
Ruffian:
Ruffian
SS-B henchman (monster)
HumanPirateVeteran
Check to defeat
Combat 7
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Carnivore. Cogsnap Goodies are Powder Keg and Bottled Lightning. Choose Bottled Lightning.
Buccaneer:
Buccaneer
SS-B henchman (monster)
HumanPirateVeteran
Check to defeat
Combat 8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Fuse Grenade. Cogsnap Goodies are Tot Flask and Alkali Flask. Choose Tot Flask.
End turn, sending Tot Flask to Recovery instead of Potion of Heroism
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
At the start of Oloch's turn: display Potion of Heroism 2 on Oloch
Play Ambrosia to heal Oloch, sending Suit to Recovery Healing Oloch:1d4 + 1 ⇒ (1) + 1 = 2 Oloch heals 2
Play Ambrosia to heal self, sending it to Canteen Healing Cogsnap:1d4 + 1 ⇒ (4) + 1 = 5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Location Power: If you defeat a monster during your exploration, you may immediately explore again.
Free exploration
Sea Fort Card 1 is Hellknight Armor:
SS
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Play Elixir of Focus, sending Alchemist's Suit to Recovery Con 12, 1 Oloch card:1d6 + 1 + 1d10 + 5 + 2 ⇒ (3) + 1 + (5) + 5 + 2 = 16
Discard Prince of Pain to explore
Sea Fort Card 2 is Will-o'-Wisp:
SS
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_
BYA: Display Liquid Courage - use Liquid Courage power (sending Flame Cannon to Recovery) to ignore the BYA
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Hellknight Armor. Cogsnap Goodies are Fuse Grenade and Tot Flask. Choose Fuse Grenade 3.
Location power: after defeating a monster free exploration
Sea Fort Card 3 is Magic Buckler:
SS
Armor B
Traits:
Shield
Magic
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Cogsnap Power: choose not to use due to insufficient cards
Location power: after defeating a monster, immediately explore again
Sea Fort Card 5 is Hyapatia:
SS
Villain 6
Type: Monster
Traits:
Lamia
Sorcerer
To Defeat:
Combat 28
THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Cogsnap is the only character at the location so the first power is n/a
Play Fuse Grenade 3, sending it to Canteen Ask Jirelle to discard one of her two blessings to bless. Combat 28:2d8 + 4 + 4d8 + 1d6 + 2 ⇒ (2, 2) + 4 + (6, 8, 3, 4) + (4) + 2 = 35
Send Dragon's Breath to Recovery Ask Jirelle to discard one of her two blessings to bless. Ask Reiko to discard Crossbow of Retribution Combat 28, 2 Oloch cards:2d10 + 4 + 3d6 + 4 + 1d4 + 1 ⇒ (2, 8) + 4 + (6, 4, 3) + 4 + (1) + 1 = 33
When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario
When Closing: Banish an armor. - Banish Magic Buckler to close
Sea Fort is closed.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
Cogsnap power: no cards available to use the power to get a goody.
End turn, sending Parade Armor to recovery
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge, except for Dragon's Breath. Recharge Dragon's Breath? Arcane 13:1d10 + 4 ⇒ (8) + 4 = 12discarded
Reset Hand
Start of Oloch's turn: display Potion of Heroism
Turn Summary:
* Used both of Jirelle's blessings & Reiko's Crossbow of Retribution
* Closed Sea Fort
* Note Sea Fort's when closed power
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Location Power: If you defeat a monster during your exploration, you may immediately explore again.
Free exploration
Sea Fort Card 1 is Hyapatia (Villain! Henchman!):
SS
Villain 6
Type: Monster
Traits:
Lamia
Sorcerer
To Defeat:
Combat 28
THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
There are two characters at the location - Cogsnap and Oloch - so Hyapatia's power applies.
Random character at location, 1 Cogsnap, 2 Oloch:1d2 ⇒ 1
Cogsnap has 3 relevant cards in hand: Flame Cannon, Fuse Grenade 2, and Acid Flask, so he takes 3 Combat dmg. Display Parade Armor to reduce by 3 to 0.
Hyapatia is evaded and shuffled back into location.
Discard The Inquisitor to explore Shuffled location:1d6 ⇒ 5
Sea Fort Card 5 is Imp:
SS
Ally 3
Traits:
Outsider
Elite
To Acquire:
Charisma
Arcane 7
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Arcane 7:1d10 + 4 ⇒ (7) + 4 = 11
Discard Imp to explore Shuffled location, can't be 5:1d6 ⇒ 1Sigh, Hyapatia again...
Random character at location, 1 Cogsnap, 2 Oloch:1d2 ⇒ 2 Oloch takes 3 Combat dmg
End turn, sending Fuse Grenade 2 to Recovery instead of Parade Armor
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Displayed:Impossible Bottle, Canteen, Parade Armor,
Deck: 11 Discard: 3 Buried: 0
Current Location: Sea Fort
Hero Points: 6
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Impossible Bottle is displayed and reduces Structural dmg to ship by 2
Flame Cannon - +2d8 (Fire) to ANY combat check
Elixir of Focus: On a local non-combat check, recovery to add the character's Intelligence or Craft skill.
Prince of Pain: freely discard to add 1 + number of Cogsnap's discards (currently 3)
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Flensing Jelly (Core), Poisoned Sand Tube, Fuse Grenade, The Uprising, Crystalline Carnivore, Potion of Heroism
Recharged: Blackfingers, Fire Lance, Deathtrap in a Jar, Ambrosia, Fuse Grenade 2,
Discard Pile: Pteranodon, The Inquisitor, Imp, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Location Power: The difficulty to defeat monsters is increased by 4.
Ask Oloch to display Banner
Free exploration
Murder Hole Card 1 is Mercenary:
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Blackfingers. Cogsnap Goodies are Fuse Grenade and Alkali Flask. Choose Fuse Grenade 2.
Send Deathtrap in a Jar to Recovery to explore
Murder Hole Card 2 is Pteranodon:
SS
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Play Elixir of Focus, sending Ambrosia to Recovery Wis 11, 1 Oloch card:1d6 + 1d10 + 5 + 2 ⇒ (1) + (4) + 5 + 2 = 12
Discard Pteranodon to move to Sea Fort and explore
Sea Fort Card 1 is Trident +2:
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Str 10, 2 Oloch cards:1d6 + 4 ⇒ (6) + 4 = 10
End turn
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
At the start of Oloch's turn: display Canteen
Turn Summary:
* Murder Hole 1 & 2 are gone
* Sea Fort 1 is gone
* Cogsnap is at Sea Fort
Displayed:Impossible Bottle,
Deck: 14 Discard: 0 Buried: 0
Current Location: Murder Hole
Hero Points: 6
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Impossible Bottle is displayed and reduces Structural dmg to ship by 2
Flame Cannon - +2d8 (Fire) to ANY combat check
Elixir of Focus: On a local non-combat check, recovery to add the character's Intelligence or Craft skill.
Ambrosia: local healing 1d4+1; also: +2d6 on local checks vs Outsider/Undead
Deathtrap in a Jar: add 1d6 and the Piercing or Slashing trait to a local combat check, or to add 1 die to a local Disable check
Blackfingers: discard to bless, or freely recharge to bless if the check invokes Alchemical or Poison traits
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Liquid Courage, The Uprising, Canteen, Anesthetizing Slime, Fuse Grenade, Alchemist's Suit, Crystalline Carnivore, Potion of Heroism, The Inquisitor, Flensing Jelly (Core), The Prince of Pain, Parade Armor, Dragon's Breath, Poisoned Sand Tube
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Move to: Ruined Amphitheater Location Power: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
Send Tot Flask to Recovery to search deck for Ambrosia and draw it. Then shuffle deck.
SS
Monster 6
Traits:
Aberration
Aquatic
To Defeat:
Combat 23
Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this location.
BYA Oloch, Reiko and Jirelle each need to attempt a Wis 11 check. Only real significance is that it could move Oloch to the Ampitheater.
BYA Wis 11, heroism:1d6 + 1d6 ⇒ (6) + (1) = 7
Send Potion of the Ocean to Recovery to autosucceed check to defeat Aquatic bane.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Find Traps. Cogsnap Goodies are Alkali Flask and Potion of the Ocean. Choose Potion of the Ocean 2.
Discard Blackfingers to explore
Ruined Amphitheater Card 4 is Blessing of the Gods:
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Auto-acquire
Discard Blessing of the Gods to explore
Ruined Amphitheater Card 5 is Sapphire of Intelligence:
SS
Item B
Traits:
Object
Magic
To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
None
Villain 6
Type: Monster
Traits:
Giant
Oracle
To Defeat:
Combat 30
THEN Combat 30
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
If Oloch made his earlier Wis 11 BYA check during my encounter with Lorelei:
Oloch is still at Ghol-Ghan Ruins and can attempt to guard.
If Oloch didn't make his earlier Wis 11 BYA check during my encounter with Lorelei:
Oloch was moved to the Ruined Ampitheater so no one is at the Ruins so it will be unguarded no matter what.
Reiko, Jirelle, (and Oloch if he was moved to the Amphitheater earlier) each have to do the BYA: examine top two cards of own deck, recharge one card and bury the other.
BYA: examine top two cards of Cogsnap's deck - Uprising and Fuse Grenade. Bury Uprising and Recharge Fuse Grenade.
Play Bottled Lightning, sending Potion of the Ocean 2 to Recovery Ask Reiko to discard The Winged Serpent to bless Combat 30, heroism, banner, prince of pain:2d8 + 4 + 3d8 + 1d6 + 2 + 1d6 + 1 + 3 ⇒ (3, 4) + 4 + (7, 2, 6) + (1) + 2 + (2) + 1 + 3 = 35
If Oloch remained at Ghol-Ghan Ruins and successfully guarded - We win!
If Oloch was moved earlier to the Amphitheatre, the Villain escapes to Ghol-Ghan Ruins. I'll finish my turn on the assumption that this was the case.
Ruined Amphitheater is closed.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
Scenario Power: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. - The Inquisitor is shuffled into my deck.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Sapphire of Intelligence. Cogsnap Goodies are Potion of Heroism and Alchemical Glue. Choose Potion of Heroism 2.
End turn, sending Elixir of Focus to Recovery instead of Potion of Heroism; Parade Armor goes to Recovery.
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
At the start of Oloch's turn: display Potion of Heroism 2 on Oloch.
Displayed:Potion of Heroism, Liquid Courage, Impossible Bottle, Potion of Heroism 2,
Deck: 20 Discard: 5 Buried: 2
Current Location: Ruined Amphitheater
Hero Points: 6
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Impossible Bottle is displayed and reduces Structural dmg to ship by 2
Potion of Heroism 2 is displayed on Oloch (+1d6 on all checks)
Find Traps: +2 dice vs barrier
Inquisitor: bless, ignoring immunities and resistances
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Deathtrap in a Jar, Pearl of Magic, Poisoned Sand Tube, Flensing Jelly (Core), Dragon's Breath, Alchemist's Suit, Flame Cannon, Skeleton Crew, Crystalline Carnivore, Potion of Healing, Bottled Lightning 2, Potion of Flying
Recharged: Sapphire of Intelligence, Tot Flask, Ambrosia, Potion of the Ocean, Potion of the Ocean 2, Bottled Lightning, Elixir of Focus, Parade Armor,
Discard Pile: Blessing of Milani, Wall of Blades, Blackfingers, Blessing of the Gods, The Prince of Pain, Buried Pile: Canteen, The Uprising,
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Move to: Teleportation Chamber Location Power: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
Free exploration
Teleportation Chamber Card 1 is Find Traps:
SS
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Wis 6, heroism:1d6 + 1d6 ⇒ (5) + (6) = 11
Discard The Inquisitor to explore
Teleportation Chamber Card 2 is Bull Shark:
SS
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
BYA Con 9, heroism:1d6 + 1d6 ⇒ (3) + (4) = 7 BYA dmg:1d4 ⇒ 4Display Parade Armor to reduce by 3. Discard Wall of Blades for 1 dmg
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Skeleton Crew. Cogsnap Goodies are Bottled Lightning and Potion of Flying. Choose Bottled Lightning 2.
Play Jelly to explore, sending Bottled Lightning 2 to Recovery
Teleportation Chamber Card 3 is Pearl of Magic (Item 6!):
SS
Item 6
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
Bury Canteen to draw Fuse Grenade, Potion of Flying, Acid Flask, and Elixir of Focus
Play Jelly to explore, sending Potion of Flying to Recovery
Teleportation Chamber Card 4 is Brineborn Giant:
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA: there are two characters at the location (Cogsnap and Jirelle) so the BYA does apply Random character at the location, 1 Cogsnap, 2 Jirelle:1d2 ⇒ 2 Jirelle is dealt 3 Combat dmg (equal to the number of cards with Attack trait and weapons in Cogsnap's hand = 3 (Fuse Grenade, Dragon's Breath, and Acid Flask). Presumably Jirelle recharges Sable Company Leathers to reduce this by 2 to 1 dmg. Cogsnap also takes 3 Combat dmg (due to the Giant's power) but his Parade Armor reduces the dmg by 3 to 0.
Teleportation Chamber When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically. Random other open location, 1 Ruins, 2 Ampitheater:1d2 ⇒ 2
Examine Ruined Amphitheater Card 1 is Albatross Soup:
SS
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Ask Jirelle to discard Blessing of Zon-Kuthon to double bless Play Elixir of Focus, sending Jelly to Recovery Con 15, heroism, 2 Oloch cards:3d6 + 1d6 + 4 + 1d10 + 5 ⇒ (2, 5, 4) + (3) + 4 + (1) + 5 = 24
Teleportation Chamber is closed but note that the top card of Ampitheater is still Albatross Soup.
Teleportation Chamber When Permanently Closed: On closing, move to another location. - Cogsnap moves to Ghol-Gan Ruins.
Scenario Power: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. - Blackfingers is shuffled into my deck.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Pearl of Magic. Cogsnap Goodies are Liquid Ice and Tot Flask. Choose Tot Flask.
End turn, sending Fuse Grenade and Acid Flask to Recovery instead of Potion of Heroism and Parade Armor
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge, except for Dragon's Breath. Recharge Dragon's Breath? Arcane 13, heroism:1d10 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
It is the hour of Geryon (Blessing 6 if anyone has a way to draw the hour)
Move to: Teleportation Chamber Location Power: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
Free exploration
Teleportation Chamber Card 1 is Liquid Ice:
SS
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite
To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Teleportation Chamber Card 2 is Heartbreak Hinsin:
SS
Ally B
Traits:
Human
Aristocrat
Pirate
To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Play Carnivore to explore, sending Tube to Recovery
Teleportation Chamber Card 3 is Port Peril Corsair:
SS
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Play Liquid Courage to ignore BYA, sending Liquid Ice to Recovery
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Ambrosia. Cogsnap Goodies are Powder Keg and Potion of Healing. Choose Potion of Healing.
Send Carnivore to Recovery to explore
Teleportation Chamber Card 4 is Skeleton Crew:
SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Play Potion of Flying, sending it to Canteen, to move to Ghol-Gan Ruins and explore
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 1 is Blessing of Milani:
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Dex 7, heroism:1d8 + 3 + 1d6 ⇒ (1) + 3 + (4) = 8
Discard Blessing of Milani to explore
Ghol-Gan Ruins Card 2 is Wall of Blades:
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Impossible Bottle is displayed and reduces Structural dmg to ship by 2
Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.
Flame Cannon - +2d8 (Fire) to ANY combat check
Skeleton Crew - +1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
Wall of Blades - Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. (will banish due to no proficiency, but I don't think we care)
Jelly: recharge +1d6 (and Acid or Poison) for local Combat or Disable
Inquisitor: bless, ignoring immunities and resistances
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Uprising
Recharged: Deathtrap in a Jar, Anesthetizing Slime, Bottled Lightning, The Prince of Pain, Fire Lance, Alchemist's Suit, Ambrosia, Poisoned Sand Tube, Liquid Ice, Crystalline Carnivore, Potion of Healing,
Discard Pile: Blackfingers, Blessing of Milani, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Location Power: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
Free exploration
Great Stone Bridge Card 1 is Brineborn Giant:
None
Henchman 6
Type: Monster
Traits:
Aquatic
Giant
To Defeat:
Combat 22
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA - Cogsnap IS the only character at the location, so N/A
When Closing: Succeed at a Dexterity or Ranged 10 check. Ranged 10, heroism, 2 Oloch cards:1d8 + 4 + 1d6 + 4 ⇒ (6) + 4 + (5) + 4 = 19
Great Stone Bridge is closed.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile. - n/a
Scenario Power: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck. - no cards in discards
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Prince of Pain. Cogsnap Goodies are Potion of Flying and Potion of Healing. Choose Potion of Flying.
End turn, sending Alchemist's Suit to Recovery instead of Potion of Heroism
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Impossible Bottle is displayed and reduces Structural dmg to ship by 2
Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.
Ambrosia: local healing 1d4+1; also: +2d6 on local checks vs Outsider/Undead
Flame Cannon - +2d8 (Fire) to ANY combat check
Fuse Grenade: +2d8 (and Bludgeoning & Fire) vs local combat or local Lock/Obstacle/Skirmish barrier
Crystalline Carnivore: Recovery for +1 die for local combat or or to ignore a non-villain bane's powers that happen before or after you act (not sure if this latter power can be used by others)
Blackfingers: discard to bless, or freely recharge to bless if the check invokes Alchemical or Poison traits
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Uprising, Dragon's Breath, The Inquisitor, Flensing Jelly (Core), Parade Armor
Recharged: Deathtrap in a Jar, Anesthetizing Slime, Bottled Lightning, The Prince of Pain, Fire Lance, Alchemist's Suit,
Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Location Power: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
Display Potion of Heroism. Display Canteen.
Free exploration
Great Stone Bridge Card 1 is Pirate Sniper (ugh!):
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Display Liquid Courage Play Liquid Courage to ignore Pirate Sniper's BYA, using Cogsnap power to banish Slime to Recovery instead of Liquid Courage.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Jar. Cogsnap Goodies are Bottled Lightning and Alchemical Glue. Choose Bottled Lightning.
End turn, sending Bottled Lightning to Recovery instead of Potion of Heroism
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
At the start of Oloch's turn: display Impossible Bottle
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Displayed: Deck: 14 Discard: 0 Buried: 0
Current Location: Great Stone Bridge
Hero Points: 6
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.
Ambrosia: local healing 1d4+1; also: +2d6 on local checks vs Outsider/Undead
Fuse Grenade: +2d8 (and Bludgeoning & Fire) vs local combat or local Lock/Obstacle/Skirmish barrier
Jelly: recharge +1d6 (and Acid or Poison) for local Combat or Disable
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Parade Armor, The Uprising, Fire Lance, Flame Cannon, The Prince of Pain, Flensing Jelly (Core), Blackfingers, Crystalline Carnivore, Impossible Bottle, Fuse Grenade, Alchemist's Suit, The Inquisitor, Dragon's Breath, Poisoned Sand Tube
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Move to: Lonely Island Location Power: If you are the only character at this location, add 1d4 to checks attempted at this location.
Free exploration
Lonely Island Card 3 is Alkali Flask:
SS
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Discard Prince of Pain to explore Shuffled location, can't be 3:1d4 ⇒ 4
Lonely Island Card 4 is Blessing of Besmara:
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Discard Blessing of Besmara to explore Shuffled location:1d2 ⇒ 2
Lonely Island Card 2 is Pepperbox:
SS
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Play Carnivore to explore, sending Fire Lance to Recovery
Lonely Island Card 1 is Falchion +3:
SS
Weapon 6
Traits:
Sword
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Play Elixir of Focus, sending Alkali Flask to Recovery Str 12, heroism x2:1d10 + 5 + 2d6 ⇒ (10) + 5 + (4, 6) = 25
Location is empty - attempt to close When Closing: Banish an ally. - banish Deathtrap in a Jar.
When Permanently Closed: On closing, draw a random ally from the box and recharge it. - Random Ally 1 is Slip (Ally 3).
Lonely Island is closed.
Play Ambrosia to heal Oloch, sending it to Recovery Heal Oloch:1d4 + 1 ⇒ (3) + 1 = 4 Oloch heals 4
End turn, sending Carnivore, Bottled Lightning, and Flame Cannon to Recovery instead of Potions of Heroism x2 and Parade Armor
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand, discarding Pepperbox and Falchion +3
At the start of Oloch's turn: play Tot Flask (sending Tube to Recovery) to search deck for Potion of Flying, draw it, then shuffle deck. Play Tot Flask (sending Powder Keg to Recovery) to search deck for Ambrosia, draw it, then shuffle deck. Play Ambrosia (sending Tot Flask to Recovery) to heal Reiko. Heal Reiko:1d4 + 1 ⇒ (3) + 1 = 4 Reiko heals 4 Play Ambrosia (sending Fuse Grenade 2 to Recovery) to heal self Heal Cogsnap:1d4 + 1 ⇒ (4) + 1 = 5 Send Potion of Flying to Recovery to move Cogsnap to Raker Shoals. All the cards in Recovery auto-recharge at the end of Oloch's turn
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Move to: stay at Scar Bay Location Power: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Free exploration
Scar Bay Card 1 is Dweller in the Deeps:
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Tidepool Dragon. Cogsnap Goodies are Bottled Lightning and Alkali Flask. Choose Bottled Lightning .
discard Blackfingers to explore
Scar Bay Card 2 is Powder Keg:
SS
Item 3
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 11
When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Off turn: moved to Scar Bay and then to Raker Shoals.
It is the hour of Geryon A blessing 6 if anyone has a way to draw the hour.
Raker Shoals At This Location: At the start of your turn, your ship is dealt 1 Structural damage. - Impossible Bottle reduces Structural dmg by 2.
Move to: Scar Bay Location Power: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Free exploration
Scar Bay Card 1 is Fuse Grenade:
SS
Item 6
Traits:
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
To Acquire:
Intelligence
Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Acid Flask. Cogsnap Goodies are Potion of Heroism and Potion of the Ocean. Choose Potion of Heroism 2.
Send Deathtrap in a Jar to Recovery to explore
Scar Bay Card 3 is Bakekujira:
SS
Monster 6
Traits:
Undead
Aquatic
To Defeat:
Combat 22
OR Wisdom
Divine 18
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Elixir of Focus. Cogsnap Goodies are Alchemical Glue and Tot Flask. Choose Tot Flask 2.
End turn, sending Potion of Heroism 2 and Tot Flask 2 to Recovery instead of Potion of Heroism and Parade Armor
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
At the start of Oloch's turn, send Tot Flask to Recovery to search deck for Potion of Heroism 2, draw it and display it, then shuffle deck. Tot Flask auto-recharges.
Displayed:Impossible Bottle, Potion of Heroism, Parade Armor, Potion of Heroism 2,
Deck: 12 Discard: 4 Buried: 1
Current Location: Scar Bay
Hero Points: 6
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Fire Lance, Acid Flask (Classic), Fuse Grenade 2, Ambrosia, The Prince of Pain, Fuse Grenade, Tot Flask 2, Crystalline Carnivore, Elixir of Focus, Poisoned Sand Tube, Deathtrap in a Jar
Recharged: Tot Flask,
Discard Pile: Baby Triceratops, The Uprising, The Inquisitor, Dragon's Breath, Buried Pile: Canteen,
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
As noted in my last turn, Cogsnap moved (using Potion of Flying) to Fringes of the Eye.
Also, it looks to me like Reiko missed that I discarded her Blessing of Norgorber on my last turn.
It is the hour of Pharasma
Move to: stay at Fringes of the Eye Location Power: The difficulty of checks to defeat barriers is increased by 3.
Display Potion of Heroism
Free exploration
Fringes of the Eye Card 1 is Lookout Duty:
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Play Elixir of Focus, sending Slime to Recovery Wis 6+6+3=15, heroism:1d6 + 1d6 + 1d10 + 5 ⇒ (4) + (1) + (3) + 5 = 13 Spend 1 hero point to reroll - now have 6 hero points in the bank. Wis 6+6+3=15, heroism:1d6 + 1d6 + 1d10 + 5 ⇒ (3) + (1) + (1) + 5 = 10 Lookout Duty is undefeated and is displayed on Fringes of the Eye. Impossible Bottle reduces Structural Dmg by 2 to 0.
Discard Prince of Pain to explore
Fringes of the Eye Card 2 is Tidepool Dragon:
SS
Ally 1
Traits:
Dragon
Aquatic
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.
Bury Canteen to draw Fuse Grenade, Potion of Flying, and Liquid Courage.
Play Carnivore to explore, sending Potion of Flying to Recovery
Fringes of the Eye Card 3 is Sea Scourge:
SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Tidepool Dragon. Cogsnap Goodies are Tot Flask and Potion of Flying. Choose Tot Flask.
Play Carnivore to explore, sending Tot Flask to Recovery
Fringes of the Eye Card 4 is Allosaurus (Henchman) which is a proxy for a random ship RNG remaining ship, can't be Wanton Wastrel:1d13 ⇒ 12 RNG remaining ship, can't be Wanton Wastrel:1d13 ⇒ 12 RNG remaining ship, can't be Wanton Wastrel:1d13 ⇒ 9
Blood Moon:
BLOOD MOON
CLASS 4
CHECK TO DEFEAT
WISDOM/SURVIVAL 9
OR
ARCANE/DIVINE 11
WHEN ENCOUNTERING THIS SHIP
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
Scenario Power: The difficulty to defeat ships is increased by the number of open locations (4).
BYA = n/a
Arcane 11+4=15, heroism, 3 Oloch cards:1d10 + 4 + 1d6 + 6 ⇒ (5) + 4 + (5) + 6 = 20 Plunder:1d6 ⇒ 6Stash a weapon (or other if anyone has a preference - Cogsnap isn't really looking for much in the way of upgrades at this point.
Fringes of the Eye When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
Random Barrier 1 is Firedrake Trap:
SS
Barrier 6
Traits:
Trap
Alchemical
Fire
To Defeat:
Dexterity
Acrobatics 18
OR Disable
Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
Ask Oloch to send Divine Insight to Recovery Use Wormwood power: discard 1 card from hourglass to add 1d12 Craft 14+3=17, heroism:1d10 + 5 + 1d6 + 2d6 + 1d12 ⇒ (7) + 5 + (3) + (5, 3) + (11) = 34
Fringes of the Eye is closed. All remaining cards there are banished.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card. Random barriers added:1d4 ⇒ 3 Random blessings added:1d4 ⇒ 4 encounter top card:1d7 ⇒ 2
encounter random barrier 2 is Curse of the Deep:
SS
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Con 7, heroism:1d6 + 1d6 ⇒ (5) + (6) = 11
End turn, sending Carnivore and Liquid Courage to Recovery instead of Parade Armor and Potion of Heroism
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
At the start of Oloch's turn, play Ambrosia, sending Fire Lance to Recovery
Displayed:Impossible Bottle, Potion of Heroism, Parade Armor,
Deck: 12 Discard: 2 Buried: 1
Current Location: Fringes of the Eye
Hero Points: 6
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Tidepool Dragon, The Prince of Pain, Blackfingers, Poisoned Sand Tube, Crystalline Carnivore, Potion of Flying, Flame Cannon, Tot Flask, Flensing Jelly (Core), Anesthetizing Slime, Liquid Courage
Recharged: Fire Lance,
Discard Pile: Baby Triceratops, The Uprising, Buried Pile: Canteen,
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Fixing the end of my turn: Allosaurus was actually just a stand in for an RNG ship. Oops.
Random Ship:1d15 ⇒ 6
DEVIL'S PALLOR:
CLASS 2
CHECK TO DEFEAT
WISDOM/SURVIVAL 7
OR
CONSTITUTION/FORTITUDE 9
WHEN ENCOUNTERING THIS SHIP
If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
WHEN COMMANDING THIS SHIP
Reduce Structural damage to this ship by 1. You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the or a weapon.
Five open locations, so difficulty is increased by 5.
Wormwood Power: You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship. Ask Jirelle to discard Blessing of Zon-Kuthon to double bless Con 9+5=14, 1 Oloch card, zon-kuthon, wormwood:3d6 + 2 + 1d12 ⇒ (1, 1, 2) + 2 + (8) = 14Whew!
Devil's Pallor power: discard Baby Triceratops. Stash a random weapon as plunder.
Still opt NOT to close (don't want to take 4 Combat dmg from all the monsters still there).
Since the ship was not a monster, no Cogsnap Goodies were drawn.
Continue exploring...
Discard Blackfingers to explore
Scar Bay Card 3 is Storm:
SS
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Storm is displayed at Scar Bay.
Send Flensing Jelly to Recovery to explore
Scar Bay Card 4 is Pirate Sniper:
SS
Monster 6
Traits:
Elf
Pirate
Scout
To Defeat:
Combat 25
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Display Liquid Courage, then send to Canteen to ignore the BYA. (I believe this is legal, just as you can display Armor and then use the power on the armor as part of the displaying of it. Let me know if not).
Cogsnap Power: Recharge Dragon's Breath to draw two Cogsnap Goodies: keep Potion of Flying and return Tot Flask to the box.
Send Potion of Flying to Canteen to get away from the Storm - move to Fringes of the Eye.
End Turn
Recovery: Tube and Jelly both auto-recover
Reset hand
Summary:
* Reiko discarded Norgorber
* Jirelle discarded Zon-Kuthon
* one card of the blessings deck was discarded
* one random weapon stashed as plunder
* henchman defeated at Scar Bay but location LEFT OPEN.
* Storm displayed at Scar Bay (ugh, sorry about that, at least it doesn't do anything until one of us moves back there).
Displayed:Impossible Bottle, Canteen, Liquid Courage, Fuse Grenade, Potion of Flying,
Deck: 8 Discard: 2 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 7
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Flame Cannon - +2d8 (Fire) to ANY combat check
Elixir of Focus: On a local non-combat check, banish to add the character's Intelligence or Craft skill.
Crystalline Carnivore: Recovery for +1 die for local combat or or to ignore a non-villain bane's powers that happen before or after you act (not sure if this latter power can be used by others)
The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Prince of Pain: freely discard to add 1 + number of Cogsnap's discards (currently 2)
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Deathtrap in a Jar, Ambrosia, Acid Flask (Classic), The Inquisitor, Fire Lance
Recharged: Dragon's Breath, Poisoned Sand Tube, Flensing Jelly (Core),
Discard Pile: Baby Triceratops, Blackfingers, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
It is the hour of Geryon Blessing 6 if anyone has a way to draw the hour.
Move to: Remain at Scar Bay Location Power: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Display Canteen; Display Impossible Bottle
Free exploration
Scar Bay Card 1 is Baby Triceratops:
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
Ask Reiko to discard Blessing of Norgorber to double bless Wis 13, 3 Oloch cards:3d6 + 6 ⇒ (2, 4, 2) + 6 = 14
Play Flensing Jelly to explore, sending Tube to Recovery
Scar Bay Card 2 is Allosaurus:
None
Henchman 4
Type: Monster
Traits:
Animal
To Defeat:
Combat 21
OR Wisdom
Survival 14
Damage dealt by the Allosaurus is increased by 3.
If undefeated, a random other character at your location summons and encounters the Allosaurus.
If defeated, you may immediately attempt to close the location this henchman came from.
Cogsnap Power: After you defeat a monster, you may recharge a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Recharge Baby Triceratops. Cogsnap Goodies are Tot Flask and Potion of Flying. Choose Potion of Flying.
Opt NOT to close.
Display Liquid Courage
End turn
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Displayed:Impossible Bottle, Liquid Courage, Canteen,
Deck: 12 Discard: 0 Buried: 0
Current Location: Scar Bay
Hero Points: 7
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Ambrosia: local healing 1d4+1; also: +2d6 on local checks vs Outsider/Undead
Potion of Flying: I can play to move to another location if help is needed.
Crystalline Carnivore: Recovery for +1 die for local combat or or to ignore a non-villain bane's powers that happen before or after you act (not sure if this latter power can be used by others)
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Uprising, Potion of Heroism, The Inquisitor, Parade Armor, Elixir of Focus, Flame Cannon, Deathtrap in a Jar, The Prince of Pain, Acid Flask (Classic)
Recharged: Baby Triceratops, Poisoned Sand Tube, Flensing Jelly (Core),
Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Spend hero point on:
Power Feat (7): 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.)
Displayed: Deck: 13 Discard: 0 Buried: 0
Current Location: Scar Bay
Hero Points: 7
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Uprising, Crystalline Carnivore, Parade Armor, The Inquisitor, Fire Lance, Potion of Heroism, Ambrosia, Deathtrap in a Jar, Flame Cannon, Elixir of Focus, The Prince of Pain, Acid Flask (Classic), Anesthetizing Slime
Recharged: Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ 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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Move to: Tempest Cay Location Power: If this location is occupied, Structural damage to your ship at any location is increased by 1.
Bury Canteen to draw: Elixir of Focus, Potion of Healing, Acid Flask, Fuse Grenade, and Ambrosia.
Free exploration
Tempest Cay Card 2 is Raise Dead:
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Play Elixir of Focus, sending Potion of Healing to Recovery Wis 12, heroism:1d6 + 1d6 + 1d10 + 5 ⇒ (2) + (6) + (2) + 5 = 15
Play Slime to explore, sending Alkali Flask 2 to Recovery
Tempest Cay Card 3 is Wall of Blades:
SS
Spell 5
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Wis 11, heroism:1d6 + 1d6 ⇒ (6) + (5) = 11Wow, I figured that having already acquired one Spell 5 there probably wasn't enough demand for a second one to use resources to get it but the dice gods wanted me to have it :-)
Play Slime to explore, sending Bottled Lightning to Recovery
Tempest Cay Card 4 is Barracuda Aiger:
SS
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate
To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
Ranged 9, heroism:1d8 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11 Cha 12, heroism, Parade Armor:1d6 + 1d6 + 1d6 ⇒ (3) + (6) + (4) = 13 Neither check had the Swashbuckling trait so discard three cards: Barracuda Aiger, Raise Dead, and Dragon's Breath.
Play Slime to explore, sending Acid Flask to Recovery
Tempest Cay Card 5 is Brinebones:
SS
Villain 6
Type: Monster
Traits:
Undead
Dragon
Aquatic
To Defeat:
Combat 32
THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
All other locations are already closed, so no guard checks are needed.
Reiko must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Play Fuse Grenade (item), sending Ambrosia to Recovery Fuse Grenade power: discard Alkali Flask to Recovery to add Craft skill Play Flame Cannon (weapon), sending Elixir of Focus to Recovery Ask Jirelle to discard Blessing of the Midnight Lord (blessing)
Posting the rest of my turn in a spoiler - open after completing guard checks:
If Reiko used Flame Cannon for her guard check, send Fire Lance to Recovery.
BYA random occupied location, 1 Cay, 2 Lucrehold, 3 Jungle, 4 Cove:1d4 ⇒ 4 Reiko must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Play Fuse Grenade, sending Fire Lance to Recovery (or, if it was already sent to Recovery when Reiko guarded, then sending Deathtrap in a Jar to Recovery) Fuse Grenade Power: discard Net of Snaring to Recovery to add Craft skill Combat 32, heroism, banner, Carnivore:2d8 + 4 + 4d6 + 1d6 + 2 + 1d6 + 1 + 1d10 + 5 ⇒ (7, 7) + 4 + (4, 3, 1, 2) + (3) + 2 + (2) + 1 + (2) + 5 = 43
Villain is defeated. If all locations were guarded, we win! Otherwise, villain escapes.
Cogsnap Power: Discard Deathtrap in a Jar (or, if it was sent to Recovery earlier (depending on whether Reiko used Flame Cannon for her guard check), then Discard Carnivore) to draw two Cogsnap Goodies: Tot Flask and Potion of Flying. Keep Tot Flask
Lucrehold is closed. When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
End turn, sending Carnivore and Tot Flask to Recovery instead of Potion of Heroism and Parade Armor.
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge, except for Net of Snaring and Blackcloth Armor, which recover per Fuse Grenade Power. Recharge Net of Snaring? Craft 17:1d10 + 5 ⇒ (1) + 5 = 6Discarded Recharge Blackcloth Armor? Craft 17:1d10 + 5 ⇒ (9) + 5 = 14Discarded
Reset Hand
At the start of Oloch's turn: play Ambrosia (sending it to Canteen) to heal self Healing self:1d4 + 1 ⇒ (4) + 1 = 5
Blackfingers: discard to bless, or freely recharge to bless if the check invokes Alchemical or Poison traits
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Animated Weapon, Fire Lance, Blackcloth Armor, Sea Tyrant's Patch, Flensing Jelly (Core), Poisoned Sand Tube, Tot Flask, Net of Snaring, Lady Cerise Bloodmourn, Crystalline Carnivore
Recharged: Discard Pile: The Uprising, The Prince of Pain, Navigator Musket +1, The Inquisitor, Deathtrap in a Jar, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ 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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
Con 6, heroism:1d6 + 1d6 ⇒ (2) + (6) = 8
Move to: Lucrehold
Free exploration Shuffled Location:1d4 ⇒ 4
Lucrehold Card 4 is Spiked Log Trap:
SS
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Play Carnivore to explore, sending Jelly to Recovery Shuffled Location:1d3 ⇒ 1
Lucrehold Card 1 is Brinebones:
SS
Villain 6
Type: Monster
Traits:
Undead
Dragon
Aquatic
To Defeat:
Combat 32
THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Pausing for guard checks: Oloch at Cay, Jirelle at Jungle, Reiko at Cove.
Reiko, note that I can play Flame Cannon (and use my power so that I send something else to Recovery) to add 2d8 (+Fire) to your check vs the Sea Devil if need be.
Jirelle, note that none of Oloch's support cards have been used yet so you can potentially add as much as +8 to your close check from that if need be.
Location Power: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage. Reveal Lady Cerise.
Convinced that the villain is likely lurking somewhere within the Lucrehold, and not yet ready to confront them, Cogsnap departs for other terrain.
Move to: Mancatcher Cove Location Power: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
Free exploration
Mancatcher Cove Card 1 is Icy Boarding Pike +1:
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Str 10, heroism:1d6 + 1d6 ⇒ (3) + (3) = 6banished
Discard The Inquisitor to explore
Mancatcher Cove Card 2 is Sea Tyrant's Patch:
SS
Item 3
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.
SS
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Lookout Duty power: look at the top card of the location: Mancatcher Card 4 is Cryptic Runes (closing henchman). Not a monster so can't encounter from Lookout Duty, and Cogsnap doesn't have any more explorations.
End turn, sending Ambrosia and Tube to Recovery instead of Potion of Heroism and Parade Armor.
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand, discarding Animated Weapon and Sea Tyrant's Patch
Deathtrap in a Jar: add 1d6 and the Piercing or Slashing trait to a local combat check, or to add 1 die to a local Disable check
Jelly: recharge +1d6 (and Acid or Poison) for local Combat or Disable
Crystalline Carnivore: Recovery for +1 die for local combat or or to ignore a non-villain bane's powers that happen before or after you act (not sure if this latter power can be used by others)
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Alkali Flask, Bottled Lightning, Anesthetizing Slime, Dragon's Breath, Alkali Flask 2, Blackfingers, Ambrosia, Poisoned Sand Tube,
Discard Pile: The Uprising, The Prince of Pain, Navigator Musket +1, The Inquisitor, Lady Cerise Bloodmourn, Animated Weapon, Sea Tyrant's Patch, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ 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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
It is the hour of Geryon Does anyone have a way to draw the hour? If so, this is a Blessing 6
Location Power: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage. Reveal Lady Cerise.
Free exploration
Lucrehold Card 1 is Navigator Musket +1:
SS
Weapon 3
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Scenario Power: Cut the prophecy handout into a number of pieces equal to the number of Cryptic Runes henchmen. When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario and get a piece of the prophecy handout.
Runes power: examine next 2 cards of location: Marine (Monster B) and Net of Snaring (Item 4). Leave them in that order.
Choose NOT to close the location (since I think the villain is likely here, the result of banishing Lady Cerise will be that the location will still be open and I'll no longer have protection from the location's SoT dmg).
Play Slime to explore, sending Flame Cannon to Recovery
Lucrehold Card 3 is Marine:
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Animated Weapon. Cogsnap Goodies are Alchemical Glue and Bottled Lightning. Choose Bottled Lightning.
Play Slime to explore, sending Alkali Flask to Recovery
Lucrehold Card 4 is Net of Snaring:
SS
Item 4
Traits:
Object
Magic
To Acquire:
Dexterity
Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
Play Slime to explore, sending Bottled Lightning to Recovery
Lucrehold Card 5 is Shackles Pirate:
SS
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Net of Snaring. Cogsnap Goodies are Alkali Flask 2 and Tot Flask. Choose Alkali Flask 2.
Send Slime to Recovery to explore
Lucrehold Card 6 is Giant Sea Anemone:
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Navigator Musket +1. Cogsnap Goodies are Alchemical Glue and Potion of Healing. Choose Potion of Healing.
Play Potion of Healing, sending it to Canteen Healing self:1d4 ⇒ 4
End turn, sending Alkali Flask 2 to Recovery instead of Potion of Heroism
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge, except for Dragon's Breath. Recharge Dragon's Breath? Arcane 13, heroism, 2 Oloch cards:1d10 + 4 + 1d6 + 4 ⇒ (6) + 4 + (4) + 4 = 18
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ 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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Cove: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
Con 6, heroism:1d6 + 1d6 ⇒ (5) + (4) = 9
Move to: Lucrehold
Free exploration
Lucrehold Card 1 is Jagged Shoals:
SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Discard Blackfingers to bless Int 11, heroism:2d10 + 3 + 1d6 ⇒ (5, 6) + 3 + (4) = 18
Send Deathtrap in a Jar to Recovery to explore
Lucrehold Card 2 is Blackcloth Armor:
SS
Armor 2
Traits:
Light Armor
Magic
Elite
To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Con 6, heroism:1d6 + 1d6 ⇒ (6) + (2) = 8
End turn, sending Fire Lance to Recovery instead of Potion of Heroism
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Inquisitor: bless, ignoring immunities and resistances
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Acid Flask (Classic)
Recharged: Flensing Jelly (Core), Poisoned Sand Tube, Crystalline Carnivore, Ambrosia, Fuse Grenade, Deathtrap in a Jar, Fire Lance, Blackcloth Armor,
Discard Pile: The Uprising, The Prince of Pain, Blackfingers, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ 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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Move to: Tempest Cay Location Power: If this location is occupied, Structural damage to your ship at any location is increased by 1.
Free exploration
Tempest Cay Card 1 is Cryptic Runes:
SS
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Scenario Power: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario and get a piece of the prophecy handout.
Examine top 2 cards: Teleportation Trap and Lady Cerise - return them in the opposite order.
Choose NOT to attempt to close the location.
Discard The Uprising to explore
Tempest Cay Card 3 is Lady Cerise Bloodmourn:
SS
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate
To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Play Elixir of Focus, sending it to Canteen Cha 11, heroism:1d6 + 1d6 + 1d10 + 5 ⇒ (3) + (1) + (2) + 5 = 11
Discard Prince of Pain to explore
Tempest Cay Card 2 is Teleportation Trap:
SS
Barrier 6
Traits:
Trap
Magic
To Defeat:
Intelligence
Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Displayed:Liquid Courage, Potion of Heroism, Impossible Bottle, Canteen, Elixir of Focus,
Deck: 10 Discard: 2 Buried: 0
Current Location: Lucrehold
Hero Points: 7
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Flame Cannon - +2d8 (Fire) to ANY combat check
Blackfingers: discard to bless, or freely recharge to bless if the check invokes Alchemical or Poison traits
Deathtrap in a Jar: add 1d6 and the Piercing or Slashing trait to a local combat check, or to add 1 die to a local Disable check
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Anesthetizing Slime, Alkali Flask, Animated Weapon, Acid Flask (Classic), The Inquisitor
Recharged: Flensing Jelly (Core), Poisoned Sand Tube, Crystalline Carnivore, Ambrosia, Fuse Grenade,
Discard Pile: The Uprising, The Prince of Pain, Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ 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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""
Location Power: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
Free exploration
Sacred Spring Card 1 is Blessing of Cayden Cailean:
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Divine 5, 1 Oloch card:1d4 + 2 ⇒ (2) + 2 = 4
Discard Blackfingers to explore
Sacred Spring Card 2 is Animated Weapon:
SS
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Arcane 8:1d10 + 4 ⇒ (6) + 4 = 10
Discard Inquisitor to explore
Sacred Spring Card 3 is Benevolent Buckler:
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Con 5:1d6 ⇒ 2
Send Jelly to Recovery to explore
Sacred Spring Card 4 is Brinebones (Villain!):
SS
Villain 6
Type: Monster
Traits:
Undead
Dragon
Aquatic
To Defeat:
Combat 32
THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Locations may be guarded!
Rest of Cogsnap's turn after guarding of locations:
BYA random open location, 1 Ruins, 2 Spring, 3 Jungle, 4 Cove:1d4 ⇒ 3
Jirelle has to attempt a Dex/Acro 14 check; 2 Electric dmg on a success; 1d4+1 Electric on a fail.
Cogsnap Power: After you defeat a monster, you may discard a card to draw two items that have the Alchemical or Liquid trait from the box; choose one and return the other to the box. Discard Animated Weapon. Cogsnap Goodies are Fuse Grenade (Item 6!) and Potion of the Ocean. Choose Fuse Grenade (return Potion of the Ocean to the box).
Villain is defeated and escapes to any unguarded location.
Sacred Spring is closed.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
Display Liquid Courage
Send Ambrosia to Recovery to heal self Healing:1d4 + 1 ⇒ (2) + 1 = 3
End turn
Recovery Phase: all cards in Recovery are Alchemical and auto-recharge.
Reset Hand
At the start of Oloch's turn: display Potion of Heroism; display Canteen
Displayed:Liquid Courage, Potion of Heroism, Canteen,
Deck: 14 Discard: 0 Buried: 0
Current Location: Sacred Spring
Hero Points: 7
Tshirt Reroll: Available
NOTES: Available Support: Blessings and other cards always available unless noted otherwise.
Flame Cannon - +2d8 (Fire) to ANY combat check
The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Prince of Pain: freely discard to add 1 + number of Cogsnap's discards (currently 0)
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Acid Flask (Classic), Alkali Flask, Fire Lance, Animated Weapon, Blackfingers, Deathtrap in a Jar, Impossible Bottle, The Inquisitor, Parade Armor, Anesthetizing Slime
Recharged: Flensing Jelly (Core), Poisoned Sand Tube, Crystalline Carnivore, Ambrosia,
Discard Pile: Buried Pile:
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Weapons | Alchemical POWERS (Role: Bloodbomber):
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 ([X] +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard (☐ 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.
Conversion Guide Note: ""On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.""