Turn - Hour: Blessing of Pharasma Hour Rules: None SOT: Draw 1 RNG Monster: Skeleton Move: XX -> YY Location Powers: You may discard a card from your hand to explore during your turn. This card may not be recharged. Explore: Werewolf
BYA: Not Blessing of the Gods
Binders Tome Combat 13:1d10 + 4 + 1d4 ⇒ (6) + 4 + (3) = 13 Defeated
Discard Skeleton to Explore (Location Power):
Throwing Axe:
RotR Weapon B
Traits: Axe Elite Ranged Slashing
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Dex 6:1d10 + 1 ⇒ (2) + 1 = 3
Fail, Banish
Discard Enchanter to Explore:
Shalelu Andosana:
RotR Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check. Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Displayed:Ahtez,
Deck: 8 Discard: 9 Buried: 1
Hero Points: 0
NOTES: Available Support: Blessings are available for use.
Other: Hi I'm Zetha! Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of The Gods 1, Bound Magma Spirit, Blessing of Iomedae, Good Omen (Core), Researcher, Sneak, Toad, Prophesize
Recharged: Discard Pile: Blessing of Pharasma 2, Blessing of The Gods 2, Blessing of Pharasma, Blessing of Torag, Blackwing Librarian, Crowbar, Warlord, Skeleton, Enchanter, Buried Pile: Cape of Escape,
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies: Light Armor, Arcane POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([ ] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([ ] or, if you’re not in an encounter, to move)([ ] or to add 1d6 to your check to defeat a barrier).
Reloaded: Middle of Deck (Unknown Order): Dragon's Breath (Core), The Carnival, Clockwork Servant (Core), Talisman of True Faith, Brass Sentinel, Clockwork Servant (Core) 2
Recharged: Elixir of Healing, Fuse Grenade, Elixir of Focus,
Discard Pile: Buried Pile: Crystalline Carnivore, Starbow, Blessing of Nethys (Core), Anesthetizing SLime, Bottled Lightning, Spirit Blade, Potion of Focus, Grizzled Mercenary, Blackfingers,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour: Blessing of Shelyn Hour Rules: None SOT: None Give Card: None Move: Canyon Location Powers: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster. Explore: Corrupted Soldier Veteran Increase:1d20 ⇒ 11 Fuse Grenade (Ranged), Mythic Charge, Blessing of Nethys Combat 9+20+11=40:1d20 + 5d8 + 1d6 + 10 ⇒ (20) + (6, 2, 4, 4, 1) + (5) + 10 = 52 Defeated
Mythic - Get Mythic Charge Back (6)
When Closing: Acquire Bottom card of Blessing Deck:
Blessing of the Starsong:
WotR Blessing 3
Traits: Divine Desna
To Acquire: Charisma 7 OR Divine 9
Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Use Elixir of Focus and it is an auto-acquire.
Put Blessing back on bottom of Blessing Deck.
WPC: End Turn, Shuffle all locations.
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile. Fuse Grenade Craft 16:1d10 + 11 ⇒ (8) + 11 = 19
Cannot fail Elixir of Focus
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: None Banished: Corrupted Soldier Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Grizzled Mercenary, Potion of Focus, Brass Sentinel, The Carnival, Blackfingers, Talisman of True Faith, Clockwork Servant (Core), Dragon's Breath (Core), Clockwork Servant (Core) 2
Recharged: Elixir of Healing, Fuse Grenade, Elixir of Focus,
Discard Pile: Blessing of Nethys (Core), Buried Pile: Crystalline Carnivore, Starbow,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
WotR Weapon 6
Traits: Whip Melee Slashing Finesse Swashbuckling Magic
To Acquire: Strength Melee Dexterity 16
For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check. Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.
Dex 16:1d8 + 6 + 3 ⇒ (5) + 6 + 3 = 14
Fail, Banish
Use Blessing of Nethys to Explore: (Examine doesn't apply here)
Pegasus:
WotR Ally 3
Traits: Animal Mount
To Acquire: Wisdom Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move. Discard this card to explore your location, or to move to another location and explore it.
Autofail Survival 11
Close Check: Banish Starbow
WPC Draw RNG Weapon #1 : Spirit Blade
Elixir of Healing:1d4 + 1 ⇒ (2) + 1 = 3 Heall all 3 in Discard Pile, Shuffle deck
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recover Elixir of Healing
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: None Banished: Ulkreth Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
[i]Reloaded: Middle of Deck (Unknown Order): The Carnival, Dragon's Breath (Core), Slick Leather, Talisman of True Faith, Brass Sentinel, Clockwork Servant (Core) 2, Deskari's Tooth, Potion of Focus, Anesthetizing SLime, Grizzled Mercenary, Blackfingers, Clockwork Servant (Core)
Recharged: Elixir of Healing,
Discard Pile: Buried Pile: Crystalline Carnivore, Starbow,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour: Blessing of Ascension Hour Rules: None SOT: None Give Card: None Move: XX -> YY Location Powers: You may summon and defeat a random monster instead of the normal check to acquire a boon. Explore: Grizzled Mercenary
Use Potion of Focus to Autoacquire. Then, Discard Grizzled Mercenary to explore again.
Toad Demon:
WotR Monster 3
Traits: Outsider Demon
To Defeat: Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it. Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Starbow (Ranged) Combat 28:1d8 + 1d6 + 5 + 3 + 11 ⇒ (5) + (6) + 5 + 3 + 11 = 30 Defeated
Discard Talisman of True Faith, treating as same powers as top card of discard pile (Blessing of Ascension) to explore:
Eagle Knight Dress Uniform:
WotR Armor 1
Traits: Heavy Armor Veteran
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3. Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Con 6:1d6 ⇒ 5
Fail, Banish
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recover Potion of Focus
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Grizzled Mercenary Banished: Toad Demon Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Dragon's Breath (Core), Slick Leather, Deskari's Tooth, The Carnival, Brass Sentinel, Fuse Grenade, Blessing of Norgorber, Anesthetizing SLime, Blackfingers
Recharged: Clockwork Servant (Core), Clockwork Servant (Core) 2, Potion of Focus,
Discard Pile: Grizzled Mercenary, Talisman of True Faith, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour:Blessing of Ascension Hour Rules: None SOT: None Give Card: None Move: XX -> YY Location Powers: You may summon and defeat a random monster instead of the normal check to acquire a boon. Explore: Filth Demon
NOT Veteran
BYA Dex 14:1d8 + 10 ⇒ (8) + 10 = 18 No Acid Damage
INT 14:1d10 + 10 ⇒ (4) + 10 = 14 +5 to the check
Starbow Combat 22:1d8 + 1d6 + 11 + 5 + 3 ⇒ (5) + (2) + 11 + 5 + 3 = 26 Defeated
Bury Clockwork Servant to Explore
Rapier of Puncturing:
WotR Weapon 5
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Autofail, Banish
Bury Clockwork Servant 2 to Explore
Death by Pleasure:
WotR Barrier 6
Traits: Obstacle Magic Mental
To Defeat: Charisma Diplomacy Disable 15
Before you act, succeed at a Constitution or Wisdom 12 check or you may not play boons during this encounter. If undefeated, leave this barrier faceup next to your deck; you encounter the barrier as your first exploration each turn. At the end of your turn, discard the top 1d4+1 cards of your deck.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recover both Clockwork Servants
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: None Banished: Filth Demon, Death by Pleasure Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): Slick Leather, Anesthetizing SLime, Blessing of Norgorber, Acid Flask (Core), Fuse Grenade, Brass Sentinel, Blackfingers, Elixir of Healing, Dragon's Breath (Core), The Carnival, Crystalline Carnivore, Talisman of True Faith, Deskari's Tooth
Recharged: Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): Anesthetizing SLime, Acidic Bolas, Blessing of Nethys (Core)
Recharged: Elixir of Healing,
Discard Pile: Fuse Grenade, Form of the Dragon, Blessing of Norgorber, Dragon's Breath (Core), Expeditious Chain Mail, Starbow, Talisman of True Faith, Clockwork Servant (Core), Clockwork Servant (Core) 2, Potion of Focus, Buried Pile: Slick Leather,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): The Carnival, Acidic Bolas, Crystalline Carnivore, Blackfingers, Bottled Lightning, Bottled Lightning, Anesthetizing SLime, Flame Cannon, Merchant Lord, Acid Flask (Core), Elixir of Focus, Blessing of Nethys (Core)
Recharged: Elixir of Healing,
Discard Pile: Fuse Grenade, Form of the Dragon, Blessing of Norgorber, Dragon's Breath (Core), Expeditious Chain Mail, Buried Pile: Slick Leather,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour: Blessing of Ascension Hour Rules: None SOT: None Give Card: None Move: XX -> YY
Deskari:
Villain
Type: Monster
Traits: Deity Outsider Demon Vermin Aristocrat Mythic
To Defeat: Combat 66 THEN Combat 66 THEN Combat 66
Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits. Damage dealt by Deskari may not be reduced and is dealt to each character at the location. If undefeated, you die.
"Mine are a billion buzzing wings_ I am the Usher of the Apocalypse, which begins now_" -- Deskari
Reloaded: Middle of Deck (Unknown Order): Blessing of Nethys (Core), The Carnival, Merchant Lord, Acid Flask (Core), Bottled Lightning, Acidic Bolas, Anesthetizing SLime, Flame Cannon, Blackfingers, Bottled Lightning, Crystalline Carnivore, Elixir of Focus
Recharged: Elixir of Healing,
Discard Pile: Fuse Grenade, Blessing of Norgorber, Expeditious Chain Mail, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour: Blessing of Abraxas Hour Rules: None SOT: Display Slick Leather Give Card: None Move: XX -> YY Location Powers: Henchman gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location. Explore: Telekinesis Trap
Cannot fail Disable 11 (6+3+3+1d8)
Discard Merchant Lord to Explore
Cultist of Deskari:
WotR Henchman 1
Type: Monster
Traits: Human Cleric Cultist Veteran
To Defeat: Combat 10
The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number. If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Discard the Chain Mail to explore (Scenario Power)
Form of the Dragon Arcane 15:1d10 + 10 ⇒ (9) + 10 = 19
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recharge Clockwork Servant
Cannot fail to Recharge Elixir of Focus
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Expeditious Chain Mail, Form of the Dragon Banished: Telekinesis Trap, Cultist of Deskari Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Flame Cannon, Acid Flask (Core), Crystalline Carnivore, The Carnival, Blackfingers, Blessing of Nethys (Core)
Recharged: Bottled Lightning, Clockwork Servant (Core) 2, Elixir of Focus,
Discard Pile: Acidic Bolas, Anesthetizing SLime, Blessing of Norgorber, Merchant Lord, Expeditious Chain Mail, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): Clockwork Servant (Core), Fuse Grenade, Dragon's Breath (Core), Acid Flask (Core), Elixir of Healing, Crystalline Carnivore, Blackfingers, Flame Cannon, Potion of Focus, The Carnival, Blessing of Nethys (Core)
Recharged: Bottled Lightning,
Discard Pile: Acidic Bolas, Anesthetizing SLime, Blessing of Norgorber, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Locust Demon
WotR
Monster 3
Traits:
Outsider
Demon
Vermin
To Defeat:
Combat 23
The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.
WotR
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Charisma
Diplomacy 9
Discard this card to give any number of cards to another character.
Discard this card to explore your location.
Use Elixir of Focus (sent Bottled Lightning to Recovery) to auto acquire.
Reloaded: Middle of Deck (Unknown Order): Fuse Grenade, Acid Flask (Core), The Carnival, Potion of Focus, Dragon's Breath (Core), Crystalline Carnivore, Blessing of Nethys (Core), Blackfingers, Blessing of Norgorber, Flame Cannon, Elixir of Healing, Clockwork Servant (Core)
Recharged: Bottled Lightning,
Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): Fuse Grenade, Clockwork Servant (Core), Blessing of Nethys (Core), Dragon's Breath (Core), Flame Cannon, Elixir of Healing, Potion of Focus, Blessing of Norgorber, Blackfingers, The Carnival, Acid Flask (Core), Crystalline Carnivore
Recharged: Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Arcane: Cha +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): Talisman of True Faith, Blast Stone, Clockwork Servant (Core), Acid Flask (Core), Dragon's Breath (Core)
Recharged: Clockwork Servant (Core) 2, Flame Cannon, Elixir of Healing, Elixir of Focus,
Discard Pile: The Carnival, Blackfingers, Apprentice, Bottled Lightning, Buried Pile: Acidic Bolas, Anesthetizing SLime,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour:Blessing of Shax Hour Rules: None SOT: None Give Card: None Move: Occult Library Location Powers: When you play a card that has the Book trait, banish it. Explore: Wand of Paralyze Arcane 15:1d10 + 10 ⇒ (10) + 10 = 20 Acquired Elixir of Healing= Shardra:1d4 + 1 ⇒ (4) + 1 = 5
Banish Anesthetizing Slime to explore:
Abyssal Army:
WotR Henchman 6
Type: Barrier
Traits: Army Skirmish Demon Undead Mythic
To Defeat: Combat Combat 40 OR Arcane Knowledge Divine Acrobatics 23
The Abyssal Army is immune to the Electricity, Mental, and Poison traits. Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated. If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location. If defeated, you may immediately close thie location this henchman came from.
Turn - Hour: Blessing of the Inheritor Hour Rules: None SOT: None Give Card: None Move: Cathedral of Chaos Location Powers: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter. Explore: Gift of Nocticula
Another Display barrier displayed, Banish Nocticula.
Discard Blackfingers to Explore
Apprentice (Known):
WotR Ally B
Traits: Half-Elf
To Acquire: Arcane Divine Charisma Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check. Discard this card to explore your location.
OR
Merchant Lord:
Ally
Traits: Human Aristocrat
To Acquire: Charisma Diplomacy 9
Discard this card to give any number of cards to another character. Discard this card to explore your location.
Go for Apprentice, do NOT fight demon (diffuculty +5)
WotR Henchman 5
Type: Barrier
Traits: Outsider Fiend
To Defeat: Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits. Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter. If defeated, you may immediately attempt to close the location this henchman came from.
Reloaded: Middle of Deck (Unknown Order): Blast Stone, Crystalline Carnivore, Potion of Focus, Blessing of Nethys (Core), Acid Flask (Core), Talisman of True Faith, Clockwork Servant (Core), Dragon's Breath (Core)
Recharged: Clockwork Servant (Core) 2,
Discard Pile: The Carnival, Blackfingers, Apprentice, Bottled Lightning, Buried Pile: Acidic Bolas,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour:Blessing of Ascension Hour Rules: None SOT: Display Slick Leather Give Card: None Move: Abattoir Location Powers: The difficulty of any check to defeat a bane is increased by the number of characters at all locations. Explore: Demonbane Longsword +2
Take the hit, autofail the STR/Melee 12
Bury Clockwork Servant to explore
Gift of Shamira
Display it.
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recharge Clockwork Servant
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: None Banished: None Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Clockwork Servant (Core), Crystalline Carnivore, Blast Stone, Blessing of Nethys (Core), Acid Flask (Core), Elixir of Healing, Dragon's Breath (Core), Talisman of True Faith, Potion of Focus, Anesthetizing SLime
Recharged: Clockwork Servant (Core) 2,
Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): Blessing of Nethys (Core), Crystalline Carnivore, Anesthetizing SLime, The Carnival, Elixir of Focus, Elixir of Healing, Dragon's Breath (Core), Talisman of True Faith, Potion of Focus, Acid Flask (Core), Blast Stone, Clockwork Servant (Core)
Recharged: Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☑ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Fort: Con +5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour: Blessing of the Starsong Hour Rules: None SOT: None Give Card: None Move: Occult Library Location Powers: When you play a card that has the Book trait, banish it. Explore: NO EXPLORE
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cogsnap resets their hand.
--Discard Waxberry, Clockwork Servant
[u]Summary[/u]
Acquired: None Banished: None Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Dragon's Breath (Core)
Recharged: Elixir of Healing, Potion of Focus, Clockwork Servant (Core) 2, Elixir of Focus, Acid Flask (Core), Flame Cannon,
Discard Pile: Talisman of True Faith, Blessing of Norgorber, Dire Griffon, Aucinda Fermender, Charm Monster, Waxberry, Clockwork Servant (Core), Buried Pile: Anesthetizing SLime,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
Henchman
Type: Monster
Traits: Undead Dragon Mythic
To Defeat: Combat 30 THEN Combat 35
Ravener Terendelev is immune to the Acid, Cold, Mental, and Poison traits. If your check has the Divine or Fire trait, add 1d12. Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage. While you act, characters at other locations cannot play cards or use powers.
Reloaded: Middle of Deck (Unknown Order): Blast Stone, The Carnival, Dragon's Breath (Core), Bottled Lightning, Bottled Lightning, Crystalline Carnivore, Acidic Bolas, Blessing of Nethys (Core)
Recharged: Elixir of Healing, Potion of Focus, Clockwork Servant (Core) 2, Elixir of Focus,
Discard Pile: Talisman of True Faith, Blessing of Norgorber, Dire Griffon, Buried Pile: Anesthetizing SLime,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
None Henchman 6
Type: Barrier
Traits: Demon Outsider
To Defeat: See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10. If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
Treachery Demon:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
BYA - Use Elixir of Focus to auto succeed
Difficulty Decrease:1d6 ⇒ 5 Starbow Combat 19-5=14:1d8 + 1d6 + 18 ⇒ (3) + (1) + 18 = 22
Turn - Hour:Blessing of the Inheritor Hour Rules: None SOT: None Give Card: None Move: XX -> YY Location Powers: When you play a card that has the Book trait, banish it. Explore: Black Flame Vrolikai
BYA Not Applicable
RNG:1d4 ⇒ 2 Flame Cannon - Recovery Potion of Focus Combat 25:5d8 + 15 ⇒ (3, 4, 5, 7, 7) + 15 = 41 Defeated
Use Clockwork Servant to Explore
Dire Griffon:
WotR Ally 6
Traits: Animal Mount Mythic
To Acquire: Wisdom Survival 15 OR Combat 30
At the start or end of your turn, discard this card to move yourself and 1 other character from your location to another location. Discard this card to explore your location. For each of your mythic charges, add 2 to your combat checks during this exploration.
Starbow, Blessing of Norgorber Combat 30:3d8 + 1d6 + 18 ⇒ (7, 2, 7) + (3) + 18 = 37 Acquired
Discard the Griffon to Explore
Charm Monster:
WotR Spell 2
Traits: Magic Arcane Divine Veteran
To Acquire: Intelligence Arcane Wisdom Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it. If you do not have the Arcane or Divine skill, banish this card after playing it.
Cannot fail Arcane 8.
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recharge Focus Potion, Clockwork Servant
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Dire Griffon, Charm Monster Banished: Black Flame Vrolikai Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Bottled Lightning, Bottled Lightning, Crystalline Carnivore, Blessing of Nethys (Core), Dragon's Breath (Core), Acid Flask (Core), The Carnival, Blast Stone, Acidic Bolas
Recharged: Elixir of Healing, Potion of Focus, Clockwork Servant (Core) 2,
Discard Pile: Talisman of True Faith, Blessing of Norgorber, Dire Griffon, Buried Pile: Anesthetizing SLime,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour: Blessing of Ascension Hour Rules: None SOT: Display Slick Leather Give Card: None Move: XX -> YY Location Powers: Succeed at a Strength or Disable 7 check to move or be moved. Explore: Waxberry
Stringy Fiend:
Henchman
Type: Barrier
Traits: Outsider Fiend
To Defeat: Combat 33
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits. Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter. If defeated, you may immediately attempt to close the location this henchman came from.
None Henchman 6
Type: Barrier
Traits: Demon Outsider
To Defeat: See below
When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10. If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.
Vulture Demon:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you_
Treachery Demon:
Henchman
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.
Treachery Demon First
Elixir of Focus (put Blast Stone into Recovery) Wis 12:1d6 + 1d10 + 11 ⇒ (4) + (8) + 11 = 23 Combat Reduction:1d6 ⇒ 5 Starbow Combat 24-5=19:1d8 + 15 + 1d6 + 3 ⇒ (8) + 15 + (5) + 3 = 31
VULTURE DEMON
Use Elixir of Focus to auto-succeed at the Con/Fort 9
Increase:1d10 ⇒ 8
Starbow, The Carnival Combat 19+8=27:2d8 + 15 + 1d6 + 3 ⇒ (3, 2) + 15 + (1) + 3 = 24 Flip the 1 to a 6 to pass (29)
Bury Anestizing Slime to close
WPC: Move and end turn
Int 14:1d10 + 9 ⇒ (5) + 9 = 14
Move to Occult Library
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recover Blast Stone and Elixir of Focus
Bottled Lightning Craft 14:1d10 + 11 ⇒ (9) + 11 = 20 Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Waxberry Banished: Demon Brawl Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
START OF KESS TURN
Elixir of Healing:1d4 + 1 ⇒ (1) + 1 = 2 RNG:1d3 ⇒ 1
Cannot fail to recover Elixir of Healing
Reloaded: Middle of Deck (Unknown Order): The Carnival, Blast Stone, Dragon's Breath (Core), Acidic Bolas, Elixir of Focus, Crystalline Carnivore, Bottled Lightning, Bottled Lightning, Waxberry, Blessing of Nethys (Core), Clockwork Servant (Core)
Recharged: Discard Pile: Talisman of True Faith, Buried Pile: Anesthetizing SLime,
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1 +5
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour:Blessing of Ascension Hour Rules: None SOT: None Give Card: None Move: XX -> YY Location Powers: Succeed at a Strength or Disable 7 check to move or be moved. Explore: Blasphemy Demon Dragon's Breath Combat 21:1d10 + 10 + 3d6 ⇒ (6) + 10 + (4, 1, 3) = 24 Defeated
Use Talisman of True Faith to act as top card in blessing pile to discard it to explore.
Spiny Shield:
WotR Armor 2
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand.
Autofail that...
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile. Dragon's Breath Arcane 13:1d10 + 10 ⇒ (9) + 10 = 19 Cogsnap resets their hand.
[u]Summary[/u]
Acquired: None Banished: Blasphemy Demon Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Clockwork Servant (Core) 2, Acidic Bolas, Acid Flask (Core), Blackfingers, Clockwork Servant (Core), Blessing of Nethys (Core), Potion of Focus, Flame Cannon, Blessing of Norgorber, Crystalline Carnivore
Recharged: Dragon's Breath (Core),
Discard Pile: Talisman of True Faith, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): Clockwork Servant (Core), Clockwork Servant (Core) 2, Blessing of Norgorber, Acidic Bolas, Blessing of Nethys (Core), Potion of Focus, Blackfingers, Acid Flask (Core), Slick Leather, Crystalline Carnivore, Flame Cannon
Recharged: Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Ranged: Dexterity + 5
Favored Card: Item Hand Size: 6 ☑ 7☑ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour: Blessing of Ascension Hour Rules: None SOT: Give Card: None Move: DO NOT MOVE Location Powers: NA Explore: NA Elixir of Healing:1d4 + 1 ⇒ (1) + 1 = 2 rng:1d3 ⇒ 3
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recharge Elixir of Healing.
Cogsnap resets their hand.
Keep Flame Cannon, Potion of Focus. Discard 4 cards to draw 5 total
[u]Summary[/u]
Acquired: None Banished: None Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Out of Turn Updates: Discard Blessing of Norgorber
Turn - Hour:Blessing of the Inheritor Hour Rules: None SOT: None Give Card: None Move: XX -> YY Location Powers: When you play a card that has the Corrupted trait, bury it. Explore: Salamander Starbow Combat 15:1d8 + 1d6 + 13 ⇒ (7) + (3) + 13 = 23 Defeated - RNG armor from the box Spiked Plate
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cogsnap resets their hand.
--Discard Spirit Blade
[u]Summary[/u]
Acquired: Spiked Plate Banished: Salamander Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Slick Leather, Blackfingers, Bottled Lightning, Bottled Lightning
Recharged: Talisman of True Faith, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Dragon's Breath (Core), The Carnival, Elixir of Focus, Acid Flask (Core), Crystalline Carnivore, Clockwork Servant (Core),
Discard Pile: Blast Stone, Blessing of Norgorber, Spirit Blade, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour: Blessing of the Inheritor Hour Rules: None SOT: None Give Card: None Move: XX -> YY Location Powers: When you play a card that has the Corrupted trait, bury it. Explore: Spirit Blade
Auto Acquire Spirit Blade
Bury Clockwork Servant to Explore
Black Dragonhide Breastplate Con 9. Auto Fail
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recharge Clockwork Servant
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Spirit Blade Banished: None Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Blackfingers, Bottled Lightning, Bottled Lightning, Elixir of Healing, Slick Leather
Recharged: Talisman of True Faith, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Dragon's Breath (Core), The Carnival, Elixir of Focus, Acid Flask (Core), Crystalline Carnivore, Clockwork Servant (Core),
Discard Pile: Blast Stone, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour:Blessing of Sifkesh Hour Rules: None SOT: None Give Card: None Move: XX -> YY Location Powers: When you play a card that has the Corrupted trait, bury it. Explore: Drake Rider
Recharge Hand, Draw 6:
"
Reloaded: Middle of Deck (Unknown Order): Bottled Lightning, Blackfingers, Elixir of Healing, Clockwork Servant (Core), Bottled Lightning, Slick Leather, Flame Cannon, Potion of Focus
Recharged: Talisman of True Faith, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Dragon's Breath (Core), The Carnival, Elixir of Focus, Acid Flask (Core),
Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Tome of Mental Prowess Int 13:1d10 + 9 ⇒ (3) + 9 = 12
Fail, Banish
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail Craft 11 to recharge Carnivore, discard Blast Stones
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: None Banished: Drake Rider Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Blackfingers, Elixir of Healing, Bottled Lightning, Bottled Lightning, Slick Leather
Recharged: Talisman of True Faith, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Dragon's Breath (Core), The Carnival, Elixir of Focus, Acid Flask (Core), Crystalline Carnivore,
Discard Pile: Blast Stone, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): Elixir of Healing, Potion of Focus, Acidic Bolas, Bottled Lightning, Flame Cannon, Bottled Lightning, Blessing of Norgorber, Clockwork Servant (Core), Crystalline Carnivore, Slick Leather, Anesthetizing SLime, Blackfingers, Blast Stone
Recharged: Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Champion of Mendev Int: KNW +5
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): Blessing of Nethys (Core), Blast Stone, Pure Holy Water, Blessing of Norgorber, The Carnival, Elixir of Focus, Slick Leather, Acidic Bolas, Acid Flask (Core), Flame Cannon, Clockwork Servant (Core), Talisman of True Faith, Clockwork Servant (Core) 2, Dragon's Breath (Core)
Recharged: Elixir of Healing,
Discard Pile: Blackfingers, Potion of Focus, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour: Blessing of Shax Hour Rules: None SOT: Elixir of Healing:1d4 + 1 ⇒ (3) + 1 = 4 Heals entire Hand Give Card: None Move: Great Hall Location Powers: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon. Explore: Mirror Image
Cannot fail Arcane 6 with d10+5
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recover Craft 6
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Mirror Image Banished: None Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): Acidic Bolas, Blessing of Norgorber, Talisman of True Faith, Slick Leather, Blast Stone, The Carnival, Elixir of Focus, Dragon's Breath (Core), Blessing of Nethys (Core), Acid Flask (Core), Clockwork Servant (Core) 2, Flame Cannon, Clockwork Servant (Core), Pure Holy Water
Recharged: Elixir of Healing,
Discard Pile: Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Flame Cannon, Blast Stone, Blackfingers, Acid Flask (Core), Dragon's Breath (Core), Potion of Focus, Acidic Bolas, Slick Leather, Pure Holy Water, Clockwork Servant (Core), Clockwork Servant (Core) 2, Elixir of Focus,
Discard Pile: Talisman of True Faith, Blessing of Nethys (Core), The Carnival, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Flame Cannon, Blast Stone, Blackfingers, Acid Flask (Core), Dragon's Breath (Core), Potion of Focus, Acidic Bolas, Slick Leather, Pure Holy Water, Clockwork Servant (Core), Clockwork Servant (Core) 2, Elixir of Focus,
Discard Pile: Talisman of True Faith, Blessing of Nethys (Core), Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.
Turn - Hour:Blessing of Nethys Hour Rules: None SOT: None Give Card: None Move: XX -> YY Location Powers: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster. Explore: Gargoyle Planar Crossbow Combat 14:1d8 + 6 + 1d10 + 2 ⇒ (4) + 6 + (6) + 2 = 18 Defeated
Recharge Acidic Bolas for Cogsnap Goodie ->Pure Holy Water
Bury Clockwork Servant to Explore
Cultist Archer:
WotR Monster 2
Traits: Half-Elf Cultist Ranger
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you. If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Recharge Pure Holy Water for Cogsnap Goodie -> Nahyndrian Elixer
Bury Clockwork Servant 2 to Explore
Abyssal Army:
WotR Henchman 6
Type: Barrier
Traits: Army Skirmish Demon Undead Mythic
To Defeat: Combat Combat 40 OR Arcane Knowledge Divine Acrobatics 23
The Abyssal Army is immune to the Electricity, Mental, and Poison traits. Each character chooses a different check to defeat. If any character fails a check, the barrier is undefeated. If undefeated, each character expends 1d4 mythic charges, then search this henchman's location deck for boons and exchange them with random monsters from the box. Shuffle this henchman into a random open location. If defeated, you may immediately close thie location this henchman came from.
Use Hero Point for Knowledge +5
Elixir of Focus Knowledge 23:1d10 + 9 + 1d10 + 6 ⇒ (6) + 9 + (5) + 6 = 26
Acquired: Pure Holy Water, Nahyndrian Elixer Banished: Gargoyle, Cultist Archer
Turn - Hour:Blessing of the Inheritor Hour Rules: None SOT: None Give Card: None Move: XX -> YY Location Powers: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster. Explore: Planar Crossbow +2 Ranged 11:1d8 + 6 ⇒ (7) + 6 = 13
Cogsnap ends their turn.
Cogsnap attempts to recover all cards in their Recovery pile.
Cogsnap resets their hand.
[u]Summary[/u]
Acquired: Planar Crossbow +2 Banished: None Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None
Reloaded: Middle of Deck (Unknown Order): The Carnival, Elixir of Healing, Anesthetizing SLime
Recharged: Bottled Lightning, Flame Cannon, Blast Stone, Blackfingers, Acid Flask (Core), Dragon's Breath (Core), Potion of Focus,
Discard Pile: Talisman of True Faith, Buried Pile:
Skills and Powers:
SKILLS Strength d6☐ +1☐ +2☐ +3 Mythic:Dexterity d8☑ +1☑ +2☑ +3
Disable +3
Ranged +1
Constitution d6☐ +1☐ +2 Mythic:Intelligence d10☑ +1☑ +2☑ +3
Arcane +1
Craft +2
Wisdom d6☐ +1☐ +2 Charisma d6☐ +1☐ +2
Mythic Trickster: Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the encounter, you may move, ignoring any movement restrictions. Expend 5 mythic charges to evade a bane, ignoring any effects that prevent you from evading. If it is your turn, you may immediately explore your location.
Favored Card: Item Hand Size: 6 ☑ 7☐ 8 Proficiencies: Light Armors, Weapons, Alchemy, Arcane POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [ ] During recovery Alchemical boons instead of banishing them.
On your Alchemical Ranged Combat check ([X] or your check against an Automaton, Construct, or Trap Card), add 1d6
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] If you defeat a Construct monster or a Lock or Trap Barrier, you may draw a new item ([ ] with a level higher than 0) instead.)
[X] On your ([ ] or a local character's) check against an Automaton, Construct or Trap Card ( [X] or any barrier) you may recharge a card to add 1d6 and ignore its immunities.
☐ 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.
[ ]When you would discard ([ ]or bury) an Automaton or Tool boon, you may recharge it instead.