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MorkXII - Cogsnap 1011's page

96 posts. Alias of MorkXII.


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Scenario reward: add an Ally as well.

Adventure Reward: Add Steel Ibis Lamellar (Armor 3) to my deck.

No other deck upgrades.

Save my hero point (4 remaining).

Tier up to tier 4 (0 XP).

One last boon?: 1d20 ⇒ 11 Nope.


Off-turn:
Banish Potion of Focus. Recovery Craft 10: 1d10 + 4 - 1 ⇒ (6) + 4 - 1 = 9 Discarded.
Recharge Tinker.
Move to Crypt

Hour: N/A

Start of turn: Discard top of deck: Embalming Fluid.

Recharge Staff of Minor Healing to heal: Blessing of Isis

Explore Crypt: Wyvern Blade Trap
Asking Kess for B of Abadar
Disable 10: 1d8 + 4 + 2d8 - 3 ⇒ (8) + 4 + (8, 7) - 3 = 24 Defeated.

Reset:
Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 [X3] 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Frostbite, Liquid Ice, Noxious Bomb, Staff of Minor Healing, Clockwork Servant, Blessing of Isis
Displayed: Drained, Wounded
Deck: 6 Discard: 7 Buried: 3
Hero Points: 3 Shirt Reroll Available (3C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Clockwork Servant:
Clockwork Servant
Ally 1

Traits
Construct

Powers
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.

Blessing of Isis:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Blessing 2


Off-turn: recharge BotElements for Kess.
Remove Entangled.
Move to Twisting Passages.

Hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.

Explore TP 1: Deathbane Light Crossbow
Still Drained.
Ranged 8: 1d8 + 2 - 1 ⇒ (7) + 2 - 1 = 8 Acquired.

Explore TP 1d4 + 2 ⇒ (4) + 2 = 6: Wood Golem
Still Drained.
BA Con 6: 1d6 - 1 ⇒ (1) - 1 = 0. Wow. Rolled a 0. That doesn't happen often.
Combat damage: 1d4 ⇒ 2. Reveal Laboratory Coat to block 1. Discard Laboratory Coat for the other.
Toss Acid Flask using Dex, +d6+2 for char power.
Combat 18: 1d8 + 2 + 2d6 + 1d6 + 2 - 4 ⇒ (4) + 2 + (2, 6) + (3) + 2 - 4 = 15 Recharge Stained Glass Elemental for +4 = 19. Defeated.
Recharge Lightning Bolt to draw a new Alchemical or Liquid item: Noxious Bomb

Recovery:
Acid Flask Craft 6: 1d10 + 4 - 1 ⇒ (9) + 4 - 1 = 12 Recharged.

Reset: Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 [X3] 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Frostbite, Liquid Ice, Noxious Bomb, Potion of Focus, Staff of Minor Healing, Tinker
Displayed: Drained
Deck: 7 Discard: 6 Buried: 3
Hero Points: 3 Shirt Reroll Available (3C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Potion of Focus:
Potion of Focus
Item 2

Traits
Liquid
Alchemical

Checks
Intelligence
Craft
8

Powers
Banish this card to allow a character at your location to add her Intelligence or Craft skill to her non-combat check.

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.


Hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

Explore Mine 1d3 + 1 ⇒ (1) + 1 = 2: Haunt Ask Lini to play Burst Bonds again to evade and explore Mine 1d3 + 1 ⇒ (1) + 1 = 2: Haunt. C'mon!
Auto-fail. Drained.

Banish Anesthetizing Slime to explore Mine 1d3 + 1 ⇒ (1) + 1 = 2. Nice try, Haunt! Already Drained!

Banish Clockwork Servant to explore Mine 1d3 + 1 ⇒ (2) + 1 = 3: Sling Banished.

Recovery:
Anesthetizing Slime Craft 7: 1d10 + 4 - 1 ⇒ (10) + 4 - 1 = 13 Recharged, discard Elixir Of Energy Resistance
Clockwork Servant Craft 8: 1d10 + 4 - 1 ⇒ (6) + 4 - 1 = 9 Recharged.

Reset: Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 [X3] 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Lightning Bolt, Laboratory Coat, Acid Flask, Liquid Ice, Stained Glass Elemental, Blessing of the Elements
Displayed: Drained, Entangled
Deck: 7 Discard: 5 Buried: 3
Hero Points: 3 Shirt Reroll Available (3C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.


Off-turn: discard Blessing of Nethys for Kess.

Hour: No effect.

Cogsnap moves to the Mine.

Explore Mine 1: Longbow Banished.

Discard Blessing of the Elements to explore Mine 2: Wayfinder Banished.

Discard Blessing of Isis to explore Mine 3: Metal Cobra
Recharge Tinker for +d4
Craft 8: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (2) = 12 Defeated.
Recharge Embalming Fluid to draw a new Alchemical or Liquid card from the box.

Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 [X3] 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Lightning Bolt, Laboratory Coat, Liquid Ice, Anesthetizing Slime, Clockwork Servant
Displayed: 0
Deck: 8 Discard: 4 Buried: 3
Hero Points: 3 Shirt Reroll Available (3C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Clockwork Servant:
Clockwork Servant
Ally 1

Traits
Construct

Powers
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.


Hour: On your check, you may discard an armor or the top card of your deck to add 1d6.

Explore Caravan 1: Keen Rapier Banished.

Discard Twitch Tonic to explore Caravan 2: Deadfall Scorpion
Bury Javelin of Lightning
Combat 13: 1d8 + 2 + 2d6 + 1 ⇒ (6) + 2 + (6, 2) + 1 = 17 Defeated.
Discard Frostbite and Galvanic Chakram +1 for AA Deadly Poison damage.

Recharge Staff of Minor Healing to heal: Frostbite

End of turn.
Withering: Bury 1d2 ⇒ 2 Twitch Tonic from my discards.

Reset:
Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 [X3] 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Embalming Fluid, Liquid Ice, Tinker, Blessing of Isis, Blessing of Nethys, Blessing of the Elements
Displayed: 0
Deck: 10 Discard: 1 Buried: 3
Hero Points: 3 Shirt Reroll Available (3C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Blessing of Nethys:
Blessing of Nethys
Blessing 1

Traits
Divine
Nethys

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.


Hour: No effect.

Explore Lab 1: Tinker
Disable 6: 1d8 + 4 ⇒ (2) + 4 = 6 Acquired.
Summon the danger 1d6 ⇒ 5: Screaming Lock

Screaming Lock:
Screaming Lock[/ooc]
Story Bane Barrier 1

Traits
Lock
Magic

Check
Dexterity
Arcane
Disable
8

Powers
Before acting, each local character suffers 1 Mental damage that cannot be reduced.
If undefeated, suffer the scourge Dazed.


Discard Frostbite and Acid Flask for 1 (+1) Mental damage.
Asking Lini to bless.
Disable 8: 1d8 + 4 + 1d8 ⇒ (5) + 4 + (4) = 13 Defeated.
Close:
Recharge Tinker for +d4
Craft 5+#=8: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8 Closed!
Summon 3 spells and encounter 1: Frostbite, Aspect of the Monkey, Restorative Touch. Only one I have a shot at is Frostbite.
Arcane 6: 1d10 + 3 ⇒ (7) + 3 = 10 Acquired.
Move to Caravan.

Recharge Staff of Minor healing to heal: Acid Flask

End of turn:
Bury Stone Skin from my discard.

Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 [X3] 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Javelin of Lightning, Frostbite, Liquid Ice, Staff of Minor Healing, Twitch Tonic
Displayed: 0
Deck: 13 Discard: 0 Buried: 1
Hero Points: 3 Shirt Reroll Available (3C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Twitch Tonic:
Twitch Tonic
Item 2

Traits
Liquid
Alchemical
Healing

Checks
Intelligence
Craft
10

Powers
Discard to explore.
Banish to heal a local character 1d4+1 cards.

DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.


Start at Laboratory.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 [X3] 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Javelin of Lightning, Stone Skin, Acid Flask, Liquid Ice, Staff of Minor Healing, Twitch Tonic
Displayed: 0
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (3C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Twitch Tonic:
Twitch Tonic
Item 2

Traits
Liquid
Alchemical
Healing

Checks
Intelligence
Craft
10

Powers
Discard to explore.
Banish to heal a local character 1d4+1 cards.

DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.


DD-3B:
Cogsnap is Tier 3 with 3 XP.
Hero point spent on card feat: Item [X]6.
No hero points used in 3B, 3 remaining.

Item 2: 1d1000 ⇒ 349 Twitch Tonic (CotCT)
Blessing 3: 1d1000 ⇒ 127 Blessing of Isis

PACS Boon?: 1d20 ⇒ 8


(the list above also includes four level 3 blessings, and we get two deck upgrades)


Reiko's Dragon BA Dex 5+#=8: 1d8 + 1 + 1d4 ⇒ (3) + 1 + (2) = 6 Shirt reroll the 3.
Reiko's Dragon BA Dex 5+#=8: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11 Success.

Kess' Dragon BA Dex 5+#=8: 1d8 + 1 + 1d4 ⇒ (2) + 1 + (4) = 7. Recharge Stained Glass Elemental to add 4. Success.


Dragon BAs to complete:
Reiko: 3 (and Deadly in effect for the last one)
Kess: 2 (and Deadly in effect for the last one)
Lini: 1 (and Deadly in effect)

Then Reiko is up.


Kess' Dragon BA Dex 5+#=8: 1d8 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13 No damage!

Lini's Dragon BA Dex 5+#=8: 1d8 + 1 + 1d4 ⇒ (4) + 1 + (2) = 7
Acid damage: 1d4 ⇒ 4. Recharge Acid Flask and Lab Coat to reduce by 5.

Hour: On your non-Attack combat check, add 1.

Start of turn:
Wounded: Discard Anesthetizing Slime from top of deck.

Explore a random dragon 1d3 ⇒ 3: Villain dragon.
Wildcard: 1d5 ⇒ 3: Deadly. Ouch.
Cogsnap's Dragon BA Dex 5+#=8: 1d8 + 1 + 1d4 ⇒ (5) + 1 + (3) = 9 No damage!
Banish (to recovery) Javelin of Lightning for d8+1+2d6+1+4d6+2+Electricity. +d6 from char power, +d4 from Lini. +1 from the hour.
Combat 16+##=22: 1d8 + 1 + 2d6 + 1 + 4d6 + 2 + 1d6 + 1d4 + 1 ⇒ (8) + 1 + (5, 5) + 1 + (3, 3, 6, 5) + 2 + (5) + (1) + 1 = 46 Defeated, to the bottom.
Deadly wildcard removed.

Recovery:
Discard Javelin of Lightning.

Reset:
Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Lightning Bolt, Embalming Fluid, Staff of Minor Healing, Stained Glass Elemental, Blessing of the Elements, Blessing of the Elements
Displayed: Elixir Of Energy Resistance, Wounded
Deck: 8 Discard: 5 Buried: 0
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Elixir Of Energy Resistance:
Elixir Of Energy Resistance
Item 0

Traits
Liquid
Alchemical

Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


Hour: When you acquire a boon, you may recharge a card.

Explore Cave 4: Villain Proxy A - Dragon
Remove Confused wildcard.
Add 1d5 ⇒ 5 Wearisome wildcard.
Each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded
Dexterity 5+#=8: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3
Acid damage: 1d4 ⇒ 1 Blocked by Elixir Of Energy Resistance. Wounded.
Throw Liquid Ice at the Dragon using Ranged for d8+2+2d8. Mix a Galvanic Chakram +1 in to add my Craft skill. +d6 from char power, +d4 from Lini
Combat 16+##=22: 1d8 + 2 + 1d10 + 4 + 2d8 + 1d6 + 1d4 ⇒ (2) + 2 + (4) + 4 + (8, 3) + (6) + (2) = 31 Defeated.
Craft 13: 1d10 + 4 ⇒ (7) + 4 = 11 Galvanic Chakram +1 still discarded.
Wearisome removed, Villain Dragon is recharged into the location.

Recovery:
Liquid Ice Craft 9+2=11: 1d10 + 4 ⇒ (6) + 4 = 10 Discarded.

Reset:
Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Javelin of Lightning, Lightning Bolt, Laboratory Coat, Acid Flask, Embalming Fluid, Stained Glass Elemental
Displayed: Elixir Of Energy Resistance, Wounded
Deck: 10 Discard: 3 Buried: 0
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Elixir Of Energy Resistance:
Elixir Of Energy Resistance
Item 0

Traits
Liquid
Alchemical

Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


Hour: Urgathoa's Gluttony. On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

Explore Caves 1: Manticore
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
Random char (C, Re, K, L): 1d4 ⇒ 4 Lini takes 1d4 + 1 ⇒ (3) + 1 = 4 Ranged Combat damage.
Reveal Galvanic Chakram +1, d4 from Lini.
Combat 15: 1d8 + 2 + 1d8 + 1 + 1d4 ⇒ (7) + 2 + (7) + 1 + (3) = 20 Defeated.

Recharge Staff of Minor Healing to heal: Elixir of Focus

Reset: Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Lightning Bolt, Laboratory Coat, Acid Flask, Liquid Ice, Stained Glass Elemental
Displayed: Elixir Of Energy Resistance
Deck: 12 Discard: 1 Buried: 0
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Elixir Of Energy Resistance:
Elixir Of Energy Resistance
Item 0

Traits
Liquid
Alchemical

Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


Dragon BA Dex 5+#=8: 1d8 + 1 ⇒ (7) + 1 = 8 Success!


Draw Elixirof Energy Resistance from the box, immediately display it.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Laboratory Coat, Acid Flask, Liquid Ice, Staff of Minor Healing, Stained Glass Elemental
Displayed: Elixir Of Energy Resistance
Deck: 12 Discard: 2 Buried: 0
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Elixir Of Energy Resistance:
Elixir Of Energy Resistance
Item 0

Traits
Liquid
Alchemical

Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


Hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

Explore card 8: Allip
Reveal Galvanic Chakram +1, +d4 from Lini
Combat 14: 1d8 + 1 + 1d8 + 1 + 1d4 ⇒ (7) + 1 + (1) + 1 + (4) = 14 Defeated!
Recharge Galvanic Chakram +1 to draw a new Alchemical or Liquid item from the box: unknown.

End of turn:
Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Laboratory Coat, Acid Flask, Liquid Ice, Staff of Minor Healing, Stained Glass Elemental
Displayed: 0
Deck: 12 Discard: 2 Buried: 0
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.


Drink Elixir of Focus to add my Int and auto the Yeth Hound BA Wisdom check.
Mental damage: 1d4 ⇒ 2 Discard Stone Skin and Potion of Focus.
Elixir of Focus recovery Craft 10: 1d10 + 4 ⇒ (2) + 4 = 6 Discarded.

Recharge Staff of Minor Healing to heal: Potion of Focus

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Laboratory Coat
Displayed: 0
Deck: 15 Discard: 2 Buried: 1
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).


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

Explore: Ghoul
Ask Kess to discard BoGorum (or BoAchaekek).
Reveal Embalming Fluid for +2+Poison (+ignore immunities). +d4 from Lini.
Combat 11+##=17: 1d6 + 2d6 + 2 + 1d4 ⇒ (4) + (3, 6) + 2 + (2) = 17 Defeated!
Embalming Fluid Craft 7: 1d10 + 4 ⇒ (2) + 4 = 6 Recharge Stained Glass Elemental to succeed, no buried cards.
Recharge Embalming Fluid to draw a new Alchemical or Liquid item from the box: UNKNOWN.

Reset:
Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Stone Skin, Laboratory Coat, Potion of Focus, Staff of Minor Healing
Displayed: 0
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.


Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Stone Skin, Laboratory Coat, Embalming Fluid, Potion of Focus, Staff of Minor Healing, Stained Glass Elemental
Displayed: 0
Deck: 12 Discard: 0 Buried: 1
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.


DD-3A:
Cogsnap is Tier 3 with 2 XP.
Hero point spent on skill feat: Dexterity +1.
No hero points used in 3A, 3 remaining.

Spell 3: 1d1 ⇒ 1 Lightning Bolt

PACS Boon?: 1d20 ⇒ 10 Nope.


I also acquired Norgorber's Shadow (Blessing 2).


Brilliance banished.


Off-turn:
Wisdom 6: 1d6 ⇒ 4 Move to Castle.

Hour: Incitation/0/No effect.

Move to Shrine.

Cogsnap is not ashamed to admit that he ran away from the Shrine to get away from that snake-thing and that filthy troll. But now that Kess has punched them both and they're gone, he is intrigued by that rift he spotted there. Yes, it should be closed, but it is so interesting! He heads back to the shrine.

Close Shrine
Ask Lini to recharge BotGreenFaith
Wisdom 5+#=8: 1d6 + 1d6 ⇒ (3) + (6) = 9 Closed! Perfect, I didn't even have to use my Stained Glass Elemental.
Draw a new blessing: Norgorber's Shadow

Move to Library.

End of turn:
Encounter Planar Rift.
Banish (to recovery) Anesthetizing Slime to ignore BA Mummy summon.
Toss a Liquid Ice, discard Stone Skin to add Craft, +d6 for char power (ranged alchemical). Asking Kess to recharge BotGreen Faith.
Combat 11+##+5=22: 1d8 + 1 + 2d8 + 1d10 + 4 + 1d6 + 1d8 ⇒ (1) + 1 + (1, 5) + (3) + 4 + (6) + (1) = 22 Defeated
Banish Knock (Arcane card). Two tokens removed from Planar Rift.

A Mummy! A mummy tried to come through the rift! Cogsnap threw his pet slime at the monster, and luckily it knocked it backwards so that it could not get through the rift. No more studying, we need to close this!

Recovery:
Stone Skin (from Liquid Ice) Craft 13: 1d10 + 4 ⇒ (9) + 4 = 13 Recharged.
Liquid Ice Craft 13: 1d10 + 4 ⇒ (1) + 4 = 5 Discarded.
Anesthetizing Slime discarded.

Reset:
Draw up to 6.

Next turn:
Recharge Staff of Minor Healing to heal: Blessing of Nethys

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Brilliance, Clockwork Servant, Stained Glass Elemental, Norgorber's Shadow
Displayed: Alchemist's Kit
Deck: 9 Discard: 6 Buried: 0
Hero Points: 3 Shirt Reroll Available (3A): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Brilliance:
Brilliance
Spell B

Traits
Magic
Arcane
Divine
Basic

Powers
Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

Clockwork Servant:
Clockwork Servant
Ally 1

Traits
Construct

Powers
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.

Norgorber's Shadow:
Norgorber's Shadow
Blessing 2

Traits
Norgorber
Divine

Checks
Dexterity
Divine
Stealth
5+#

Powers
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:

On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.


Off-turn: Discard Lamashtu's Madness for Kess.

Hour: No effect.

Move to Library.

Explore Library 1: Knock
Arcane 7: 1d10 + 3 + 1d6 ⇒ (1) + 3 + (3) = 7 Acquired.

Discard Blessing of the Elements to explore Library 2: Confusion
Arcane 6: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (6) = 15 Acquired.

Reset:
Discard Confusion.
Draw up to 6.

Next turn:
Display Alchemist's Kit.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Knock, Stone Skin, Liquid Ice, Anesthetizing Slime, Stained Glass Elemental
Displayed: Alchemist's Kit
Deck: 10 Discard: 5 Buried: 0
Hero Points: 3 Shirt Reroll Available (3A): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.


Explore: Lamashtu's Madness
Arcane 5+#=8: 1d10 + 3 ⇒ (9) + 3 = 12 Acquired.

Discard BotElments to explore Shrine 8: Cryptic Message
Int 10: 1d10 + 2 ⇒ (9) + 2 = 11 Defeated.
Examine top two cards and reorder:
Shrine 9: Lunar Naga
Shrine 10: Troll
They can stay like that.

Recovery:
Acid Flask Craft 6: 1d10 + 4 ⇒ (4) + 4 = 8 Recharged.

Reset: Draw up to 6

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Stone Skin, Liquid Ice, Anesthetizing Slime, Stained Glass Elemental, Blessing of the Elements, Lamashtu's Madness
Displayed: Acid Flask
Deck: 10 Discard: 2 Buried: 0
Hero Points: 2 Shirt Reroll Available (3A): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.


"I still don't understand why we're trying to find this supposed dragon," Cogsnap opines. "Wouldn't it be easier to just move the town farther away?" The grioths were bad enough, but these other monsters, humanoid or not, sound terrifying. A naga?? But despite the complaining, Cogsnap isn't sure if staying behind would be safer than continuing on with the others. He hurries to catch up with Lini.

Hour: No effect.

Move to Shrine.

Explore Shrine 2: Summoning Trap.
Asking Kess for BotGreenFaith, tossing an acid Flask for +2d4.
Arcane 13: 1d10 + 3 + 1d10 + 2d4 ⇒ (5) + 3 + (5) + (1, 2) = 16 Defeated.

Discard Blessing of Nethys to examine top 2, reorder, then explore.
Shrine 6: Lamashtu's Madness
Shrine 7: Ambush Triggered encounter.
Pausing to see if Reiko can materialize.


Liquid Ice replaces Noxious Bomb
Potion of Focus replaces Embalming Fluid.

Start at Library.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Acid Flask, Liquid Ice, Stained Glass Elemental, Blessing of Nethys, Blessing of the Elements, Blessing of the Elements
Displayed: 0
Deck: 12 Discard: 0 Buried: 0
Hero Points: 2 Shirt Reroll Available (3A): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Blessing of Nethys:
Blessing of Nethys
Blessing 1

Traits
Divine
Nethys

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.


2C:
Cogsnap is now Tier 3 with 1 XP, and will spend his new hero point on a Power feat, earning him his role card!
Role card: Bloodbomber
Power feat: Add 1d6 (☐ +2) to your Ranged combat check that has the Alchemical trait.
Reward card: Item 2 - Liquid Ice

Item 2: 1d1000 ⇒ 805 - Potion of Focus
Ally 2: 1d1000 ⇒ 840 - Flensing Jelly


Hour: On your check against an Outsider card, add 1d4

Explore Cell 1d3 + 5 ⇒ (3) + 5 = 8: Fox
Wisdom 5: 1d6 ⇒ 5 Acquired.

Discard Fox to explore Cell 1d2 + 5 ⇒ (1) + 5 = 6: Allying Dart
Ranged 7: 1d8 + 1 ⇒ (2) + 1 = 3 Banished.

Recharge Staff of Minor Healing to heal: Brilliance

Reset:
Discard Noxious Bomb.
Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Javelin of Lightning, Laboratory Coat, Embalming Fluid, Tangleburn Bag, Anesthetizing Slime, Rescue
Displayed: Alchemist's Kit, Elixir Of Energy Resistance
Deck: 10 Discard: 5 Buried: 2
Hero Points: 2 Shirt Reroll Available (2C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.


Reset:
Draw up to 6.

Next turn:
Cast Locate Object to examine until I find a boon:
Cell 4: Frog
Wisdom 4: 1d6 ⇒ 1 Banished.

Locate Object recovery Arcane 6: 1d10 + 3 ⇒ (6) + 3 = 9 Recharged.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Locate Object, Laboratory Coat, Noxious Bomb, Staff of Minor Healing, Tangleburn Bag, Rescue
Displayed: Alchemist's Kit, Elixir Of Energy Resistance
Deck: 10 Discard: 4 Buried: 2
Hero Points: 2 Shirt Reroll Available (2C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.


Recover Acid Flask Craft 6: 1d10 + 4 ⇒ (1) + 4 = 5 Discarded.

Hour: You may avenge by discarding a card.

Cogsnap would normally be pleased to finally be away from high cliffs and bridges, but he has forgotten all about those terrors by the time he cross the threshold into the cell where they believe they have cornered the grioth. The cell is dark and dingy, and Cogsnap is not happy to be here either.

Explore Cell 2: Shrieky Plant
Cogsnap brushes along a plant, and a strange screeching sound starts to build. He waves his arms and shushes the plant trying to get it be quiet.
Asking Lini for Burst Bonds for +d8
Survival 6: 1d4 + 1d8 ⇒ (2) + (3) = 5 Shirt reroll the d8
Survival 6: 2 + 1d8 ⇒ 2 + (5) = 7 Defeated.

Discard BotElements to explore Cell 3: Allip
Apparently that plant didn't quiet down soon enough, becuase some crazy ghost thing pops out of nowhere! Then, blessedly, so does Reiko!


Hour: On your check against an Undead card, add 1d6.

Apparently, someone thinks Cogsnap didn't spend enough time dangling off the side of a bridge, because now they have him walking treacherously close to the end of a cliff! As small pebbles tumble down in the river below, Cogsnap can't help imagine following them. Afraid, he tightly shuts his eyes - but only for a moment as he realizes that increases the possibility of falling to his death.

Explore Cliff 1: Gargoyle
Toss Noxious Bomb, display Brilliance.
Combat 15: 1d10 + 4 + 2d6 + 3 ⇒ (1) + 4 + (6, 6) + 3 = 20 - 1 = 19. Defeated.
Recharge Galvanic Chakram +1 to draw a new Alchemical/Liquid item: Elixir of Energy Resistance.

"The grioth!" Cogsnap shouts and points to the sky. But as it swoops closer, he realizes that it does not match the profile of the grioth, and that this must certainly be a gargoyle instead. "Great! Another monster to worry about snatching me off my feet and hauling me away before anyone can stop it." With some quick calculations of distance and trajectory, he lobs a bomb at the flying menace, scoring a direct hit. The creature screeches as it falls past the edge of the cliff and into the river.

Display Elixir of Energy Resistance.

Recovery:
Noxious Bomb Craft 7: 1d10 + 4 ⇒ (3) + 4 = 7 Recharged.
Brilliance Arcane 8: 1d10 + 3 ⇒ (1) + 3 = 4 Discarded.

Reset:
Draw up to 6.

Next turn:
Recharge Staff of Minor Healing to heal: Javelin of Lightning

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Laboratory Coat, Acid Flask, Tangleburn Bag, Blessing of the Elements, Rescue
Displayed: Alchemist's Kit, Elixir Of Energy Resistance
Deck: 13 Discard: 2 Buried: 2
Hero Points: 2 Shirt Reroll Available (2C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.


Hour: On your non-Attack combat check, add 1.

Give Rescue to Lini

The party has been chasing the grioths and the missing townsfolk FOREVER, and no one has considered how hard a fast march is on a poor little gnome's legs! At least Lini has her animal friends to ride sometimes. Maybe if she didn't keep such scary pets, Cogsnap might as for a ride as well, but he's not going anywhere NEAR her wolverine. Or her dinosaur! Where did she even get a dinosaur?!

They've followed the trail from the castle, out of the village, and into the surrounding countryside. While crossing a narrow, terrifyingly swaying bridge, Cogsnap notices that something feels off - the bridge is sagging too much. There must be something weighing it down. Peering over the edge, while at the same time staying as far away from the edge as possible, Cognsap's suspicions are confirmed - one of the villagers is tied up and hanging from the underside of the bridge!

He (carefully) stands up to tell the others, but then suddenly he is accosted by that horrible bat-thing!.

Explore Bridge 3: Henchman Proxy A1 - Rescue
Grioth first.
Banish (discard) Javelin of Lightning for Ranged+2d6+1+4d6+2.
Combat 10+##=14: 1d8 + 1 + 2d6 + 1 + 4d6 + 2 ⇒ (2) + 1 + (1, 1) + 1 + (6, 2, 6, 4) + 2 = 26 Defeated.
Recharge Stone Skin to draw a new Alchemical/Liquid item: Tangleburn Bag
Rescue:
Asking Lini for Blessing of the Green Faith
Str 6+#=8: 1d6 + 1d6 ⇒ (5) + (5) = 10 Defeated! Drawn.
Bury Clockwork Servant to close.
Everyone moves to the Cliff.

Reset:
Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Brilliance, Laboratory Coat, Acid Flask, Noxious Bomb, Tangleburn Bag
Displayed: Alchemist's Kit, Rescue
Deck: 11 Discard: 2 Buried: 2
Hero Points: 2 Shirt Reroll Available (2C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Brilliance:
Brilliance
Spell B

Traits
Magic
Arcane
Divine
Basic

Powers
Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.


Last turn: Draw Noxious Bomb from the Vault after defeating the Grioth.

Hour: You may avenge by discarding a card.

Start of turn: Give Rescue to Lini

Explore Farm 1: Magic Leather Armor
Con 6: 1d6 ⇒ 1 Banished.

Discard Blessing of the Elements to explore Farm 2: Perplexing Text
Int 7+#=9: 1d10 + 2 ⇒ (10) + 2 = 12 Defeated.
Draw new spell from the vault: Locate Object

Cast Locate Object to examine until I find a boon.
Farm 3: Termite Swarm Trigger, Lab Coat blocks the Combat damage.
Farm 4: Skeleton
Farm 5: Henchman Proxy A2
Farm 6: Compass
Encounter Compass
Wis 4: 1d6 ⇒ 2 Banished.

Recharge Staff of Minor Healing to heal: Elixir of Focus

Recovery:
Locate Object Arcane 8: 1d10 + 3 ⇒ (6) + 3 = 9 Recharged.

Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Javelin of Lightning, Stone Skin, Laboratory Coat, Noxious Bomb, Clockwork Servant
Displayed: Alchemist's Kit
Deck: 12 Discard: 1 Buried: 1
Hero Points: 2 Shirt Reroll Available (2C): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

Summary:

Gave Rescue to Lini.
Acquired Noxious Bomb, Locate Object.
Banished Farm 1, 2, and 6.
Farm Shuffled.


Grioth fight:
Noxious Bomb, recharge BotElements
Combat 10+##=14: 1d10 + 4 + 2d6 + 1d10 ⇒ (8) + 4 + (1, 6) + (6) = 25 Defeated.
Recharge Brilliance to draw a new Alchemical or Liquid item from the vault.

Recovery:
Noxious Bomb Craft 7: 1d10 + 4 ⇒ (5) + 4 = 9 Recharged.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Javelin of Lightning, Laboratory Coat, Staff of Minor Healing, Blessing of the Elements, Rescue
Displayed: Alchemist's Kit
Deck: 12 Discard: 1 Buried: 1
Hero Points: 2 Shirt Reroll Available (2B): No
Notes: Uses blessings/cards as needed (Useful card's texts below).

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.


Off-turn:
Reveal Lab Coat to block Troll damage.
Toss an Acid Flask at the Troll.
Acid Flask recovery Craft 6: 1d10 + 4 ⇒ (7) + 4 = 11 Recharged.

Hour: When you heal, you may heal an additional card.

Explore Castle 1: Rescue.
Drink Elixir of Focus to add my Craft Skill.
Strength 6+#=8: 1d6 + 1d10 + 4 ⇒ (3) + (7) + 4 = 14 Defeated.
Draw a new Ally from the vault: Archer.
Bury top card of my deck to close the Castle: Stained Glass Elemental. Castle closed, everyone moves to Stable

Cogsnap finds one of the entrapped victims of the grioth, but is not strong enough to free her from her cage, so he rummages around in his pack for a potion. The potion gives him the temporary power he needs to to free the women, and she tells them that the grioth was headed in the direction of the stables.

Recovery:
Elixir of Focus Craft 10: 1d10 + 4 ⇒ (2) + 4 = 6 Discarded.

Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Javelin of Lightning, Brilliance, Laboratory Coat, Noxious Bomb, Archer, Blessing of the Elements
Displayed: Alchemist's Kit
Deck: 11 Discard: 1 Buried: 1
Hero Points: 2 Shirt Reroll Available (2B): No
Notes: Uses blessings/cards as needed (Useful card's texts below).

Brilliance:
Brilliance
Spell B

Traits
Magic
Arcane
Divine
Basic

Powers
Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.


"Why are we chasing giant bat-like creatures again?" Cogsnap asks. "Surely there's someone else who could do it." Reluctant to go chasing down ugly monsters, Cogsnap still marches forward with the rest of the group.

Hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.

Display Alchemist's Kit

Explore Castle 3: Demonling
BA Wisdom 5: 1d6 ⇒ 5 Success, no damage
CtD Arcane 6: 1d10 + 3 ⇒ (7) + 3 = 10 Defeated.
Recharge Stone Skin to draw Elixir of Healing from the box.

A pesky demonling zips around Cogsnap, but Cogsnap is able to banish it back to the abyssal plane before it is able to cause any damage.

Discard Blessing of Nethys to examine top 2, reorder, then explore.
Castle 4: Metal Cobra
Castle 5: Belt of Physical Prowess
Encounter Metal Cobra
Asking Kess for Blessing of Green Faith
Craft 8: 1d10 + 4 + 1d10 ⇒ (5) + 4 + (9) = 18 Defeated.
Recharge Elixir of Healing to draw Elixir of Focus from the box.

A mechanical snake darts out and attempts to strike Cogsnap. Rather than his usual frightened reaction, he is intrigued by the workmanship - he avoids the attack, grabs the snake, disables it deftly, and begins to take it apart and inspect its inner workings.

Recharge Staff of Minor Healing to heal: Blessing of Nethys.

Reset, draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Brilliance, Laboratory Coat, Acid Flask, Elixir of Focus, Noxious Bomb, Blessing of the Elements
Displayed: Alchemist's Kit
Deck: 12 Discard: 0 Buried: 0
Hero Points: 2 Shirt Reroll Available (2B): No
Notes: Uses blessings/cards as needed (Useful card's texts below).

Brilliance:
Brilliance
Spell B

Traits
Magic
Arcane
Divine
Basic

Powers
Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Elixir of Focus:
Elixir of Focus
Item 2

Traits
Alchemical
Liquid

Checks
Intelligence
Craft
8

Powers
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.


Swap in Javelin of Lightning for Fire Lance.
Add Anesthetizing Slime back into my deck.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Stone Skin, Laboratory Coat, Alchemist's Kit, Noxious Bomb, Staff of Minor Healing, Blessing of Nethys
Displayed: 0
Deck: 11 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (2C): Yes
Notes: Uses blessings as needed.
Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Blessing of Nethys:
Blessing of Nethys
Blessing 1

Traits
Divine
Nethys

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Cogsnap: Advance to Tier 3, 0 XP
Hero Point saved. 3 remaining.

Weapon 2: 1d1000 ⇒ 169 Javelin of Lightning

I would be interested in the Loot spell, but only if no one else takes it.


Hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

Explore Plaza 3: Brute Force Shield or Hide Armor. Hide Armor.
BA Cha 6: 1d6 ⇒ 3
DC Increase: 1d8 ⇒ 5
Con 3+5=8: 1d6 ⇒ 1 To the Hoard Pile

Bury Clockwork Servant to explore Plaza 4: Guide or Snake. Snake.
BA Cha 6: 1d6 ⇒ 3
DC Increase: 1d8 ⇒ 3
Asking Lini for Blessing of Milani
Wisdom 5+3=8: 1d6 + 2d6 ⇒ (6) + (5, 4) = 15 To the Winnings Pile

End of turn:
Discard Embalming Fluid, Noxious Bomb.
Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Fire Lance, Galvanic Chakram +1, Laboratory Coat, Acid Flask, Alchemist's Kit, Stained Glass Elemental
Displayed: Elixir Of Energy Resistance
Deck: 4 Discard: 5 Buried: 2
Hero Points: 2 Shirt Reroll Available (2B): No
Notes: Uses blessings as needed.
Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Elixir Of Energy Resistance:
Elixir Of Energy Resistance
Item 0

Traits
Liquid
Alchemical

Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


Hour: No effect.

Explore Plaza 4: Magic Leather Armor or Spiked Breastplate. Magic Leather Armor
BA Charisma 6: 1d6 ⇒ 3
DC Increase: 1d8 ⇒ 6
Take 0 on the CtA (no chance). Magic Leather Armor to the Hoard Pile.

Discard Blessing of the Elements to explore Plaza 5: Wounded Wanderer.
Display Brilliance.
Craft 8: 1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14 Defeated.
Summon and encounter an Ally: Giant Slug or Acolyte. Giant Slug
BA Charisma 6: 1d6 ⇒ 2
DC Increase: 1d8 ⇒ 3
Asking Lini to recharge Bat for the Survival check, +d4 from Lini vs an Animal.
Survival 6+3=9: 1d4 + 1d4 + 1d4 ⇒ (3) + (1) + (4) = 8 To the Hoard Pile.

Recovery:
Brilliance Arcane 8: 1d10 + 3 ⇒ (8) + 3 = 11 Recharged.

Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Laboratory Coat, Embalming Fluid, Noxious Bomb, Clockwork Servant, Stained Glass Elemental
Displayed: Elixir Of Energy Resistance
Deck: 7 Discard: 3 Buried: 1
Hero Points: 2 Shirt Reroll Available (2B): No
Notes: Uses blessings as needed.
Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

Elixir Of Energy Resistance:
Elixir Of Energy Resistance
Item 0

Traits
Liquid
Alchemical

Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


Hour: When you fail a check, you may bury your hand and discards to reroll.

Explore Plaza 1: Allying Dart or Throwing Axe: Throwing Axe.
Asking Lini to play BotGreenFaith.
Scenario Charisma 6: 1d6 + 1d6 ⇒ (6) + (5) = 11
Discard BotElements.
CtA Ranged 6: 1d8 + 1 + 1d8 ⇒ (2) + 1 + (6) = 9 To the Winnings pile.

Cogsnap is significantly more interested in potions, books, and odd trinkets to examine and take apart, but he enjoys the satisfaction of getting a good deal at an auction as much as the next gnome.

End of turn:
Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Brilliance, Laboratory Coat, Embalming Fluid, Noxious Bomb, Blessing of the Elements
Displayed: Elixir Of Energy Resistance
Deck: 8 Discard: 2 Buried: 1
Hero Points: 2 Shirt Reroll Available (2B): No
Notes: Uses blessings as needed.
Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

Brilliance:
Brilliance
Spell B

Traits
Magic
Arcane
Divine
Basic

Powers
Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Elixir Of Energy Resistance:
Elixir Of Energy Resistance
Item 0

Traits
Liquid
Alchemical

Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


Retcon missing scenario roll.
Cha 6: 1d6 ⇒ 1
Mirror Image DC incread: 1d8 ⇒ 7 = DC 16. That means I missed by 1. Mirror Image to the hoard pile. :(


Hour: No effect.

Explore Plaza 3: Seeking Shortbow or Flaming Mace: Seeking Shortbow
Asking Kess for BotQuartermaster.
Ranged 13: 1d8 + 1 + 1d8 ⇒ (1) + 1 + (8) = 10 To the hoard pile. :/

Discard BoNethys to examine top two cards:
Spyglass
Mirror Image.
Put Mirror Image on top and explore.
Mirror Image or Soothing Word: Mirror Image
Discard BotElements.
Arcane 9: 1d10 + 3 + 1d10 ⇒ (8) + 3 + (4) = 15 To the winnings pile.

[ooc]Recharge Staff of Minor Healing to heal: Blessing of the Elements

Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Brilliance, Laboratory Coat, Embalming Fluid, Noxious Bomb, Blessing of the Elements
Displayed: Elixir Of Energy Resistance
Deck: 9 Discard: 1 Buried: 1
Hero Points: 2 Shirt Reroll Available (2B): No
Notes: Uses blessings as needed.
Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

Brilliance:
Brilliance
Spell B

Traits
Magic
Arcane
Divine
Basic

Powers
Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Elixir Of Energy Resistance:
Elixir Of Energy Resistance
Item 0

Traits
Liquid
Alchemical

Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.

Plaza 3 in the hoard pile, Plaza 5 in the winnings pile, Plaze 4 on top.


Hour: On your check against an Animal or Elemental card, add 1d4.

Cogsnap was looking forward to a calm afternoon of perusing the auction items, possibly finding some interesting artifacts that he might be able to study in his free time. Instead, a dragon and some giant bat-like creatures are attacking! Cogsnap must try to protect some of the goods before they are all stolen, but how to avoid the attention of the flying creatures?

Explore Plaza 1: Elixir of Healing OR Bracers of Protection: Elixir of Healing
Charisma 6: 1d6 ⇒ 2
Difficulty increased by 1d8 ⇒ 2
Craft 4+2=6: 1d10 + 4 ⇒ (2) + 4 = 6 Acquired, to the winnings pile.

"Ooh, that is nice. We will take that, thank you very much."

Banish Anesthetizing Slime to explore Plaza 2: Cave Bear
Auto-fail the BA check.
Combat damage: 1d4 ⇒ 1 Reveal Lab Coat to reduce by 1.
Toss an Acid Flask, asking Lini for Riding Allosaurus. +d4 from the Hour.
Combat 11+##=15: 1d10 + 4 + 2d6 + 1d6 + 1d4 ⇒ (9) + 4 + (2, 6) + (4) + (3) = 28 Defeated.
Recharge Embalming Fluid to draw Elixir of Energy Resistance from the vault.

"They have a Cave Bear?!", Cogsnap shouts to no one in particular. "How is that even possible? Where did it come from??". Cogsnap closes his eyes and covers his face with one arm, and throws an acid flask with his other hand. The gods are with him, as well as Lini's pet allosaurus, who attacks the bear while Cogsnap has his eyes closed. When he finally peeks, the bear is defeated. Cogsnap exhales deeply in relief.

Display Elixir of Energy Resistance.

Recovery:
Anesthetizing Slime: Banish.
Acid Flask: Craft 6: 1d10 + 4 ⇒ (3) + 4 = 7 Recharged.

Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Galvanic Chakram +1, Laboratory Coat, Noxious Bomb, Staff of Minor Healing, Blessing of Nethys, Blessing of the Elements
Displayed: Elixir Of Energy Resistance
Deck: 10 Discard: 0 Buried: 1
Hero Points: 2 Shirt Reroll Available (2B): No
Notes: Uses blessings as needed.
Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Blessing of Nethys:
Blessing of Nethys
Blessing 1

Traits
Divine
Nethys

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Elixir Of Energy Resistance:
Elixir Of Energy Resistance
Item 0

Traits
Liquid
Alchemical

Powers
Display next to a local character.
While displayed:
• When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
• When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.


Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Laboratory Coat, Acid Flask, Embalming Fluid, Staff of Minor Healing, Anesthetizing Slime, Blessing of Nethys
Displayed: 0
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2 Shirt Reroll Available (2B): Yes
Notes: Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

Acid Flask:
Acid Flask
Item 0

Traits
Liquid
Alchemical
Attack
Acid

Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Blessing of Nethys:
Blessing of Nethys
Blessing 1

Traits
Divine
Nethys

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Cogsnap: Tier 2, 5 XP
Hero Point saved.
1 Hero Point used in 2A, 2 remaining

Item 2: 1d1000 ⇒ 327 Liquid Ice


Hour: No effect

Explore Crypt: Deadfall Scorpion
Toss an Acid Flask, recharge Blessing of the Elements
Combat 13: 1d10 + 4 + 2d6 + 1d10 ⇒ (1) + 4 + (3, 6) + (3) = 17 Defeated.
Discard Blast Stone for AA damage.
Recharge Embalming Fluid to draw a new Alchemical/Liquid item: Balmberry.

Bury Balmberry to heal: Benefaction

Recovery:
Acid Flask Craft 6: 1d10 + 4 ⇒ (4) + 4 = 8 Recharged.

Draw up to 6.

Cogsnap wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6

Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
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.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5

Hand: Heavy Crossbow, Stone Skin, Acid Flask, Anesthetizing Slime, Blessing of the Elements, Blessing of the Elements
Displayed: Alchemist's Kit
Deck: 13 Discard: 2 Buried: 1
Hero Points: 1 Shirt Reroll Available (2A): Yes
Notes: Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

Heavy Crossbow:
Heavy Crossbow
Weapon 0

Traits
Bow
Ranged
Piercing
2-Handed

Powers
For your combat check, reload to use Dexterity or Ranged + 1d10.
On a distant combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.

Blessing of the Elements:
Blessing of the Elements
Blessing B

Traits
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Alchemist's Kit:
Alchemist's Kit
Item 1

Traits
Tool
Alchemical

Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

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