Gnome Trickster

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Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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.

Binders Tome
Charisma 12: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (2) = 9
Fail, Banish

Zetha ends their turn.

Zetha attempts to recover all cards in their Recovery pile.

Zetha resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Werewolf
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

"

Zetha wrote:

Hand: Token of Rememberance (Core), Summon Minor Monster, Thieves' Tools, Detect Magic, Binder's Tome, Fire Snake,

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,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1

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).

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Autofail BYA
Mythic Loss: 1d4 + 1 ⇒ (2) + 1 = 3
Discard loss: 1d4 + 1 ⇒ (2) + 1 = 3
Only 1 card in Discard Pile to Bury
Bury Slime, Bottled Lightning, Spirit Blade from Hand
Bury Potion of Focus, Grizzled Mercenary, Blackfingers from top of deck.

"

Cogsnap wrote:

Hand: Blessing of Norgorber, Acid Flask (Core), Slick Leather, Deskari's Tooth, Flame Cannon,

Displayed:
Deck: 10 Discard: 0 Buried: 9
Hero Points: 6
Mythic Charges:3

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

"

Cogsnap wrote:

Hand: Anesthetizing SLime, Spirit Blade, Bottled Lightning, Blessing of Norgorber, Acid Flask (Core), Slick Leather, Deskari's Tooth, Flame Cannon,

Displayed:
Deck: 13 Discard: 1 Buried: 2
Hero Points: 6
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

Turn - Hour: Blessing of Pulura
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: None
Explore: Ulkreth
Starbow
Combat 16: 1d8 + 1d6 + 6 + 3 + 3 + 1 ⇒ (3) + (3) + 6 + 3 + 3 + 1 = 19
Defeated[/u]
Discard Crystalline Carnivore to Explore:

Master's Lash:

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

"

Cogsnap wrote:

Hand: Elixir of Focus, Spirit Blade, Bottled Lightning, Blessing of Norgorber, Acid Flask (Core), Blessing of Nethys (Core), Fuse Grenade, Flame Cannon,

Displayed:
Deck: 14 Discard: 0 Buried: 2
Hero Points: 6
Mythic Charges:6

Deck, Discard, Buried:

[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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Starbow, Mythic
Ranged 25: 1d20 + 1d6 + 13 ⇒ (5) + (2) + 13 = 20
Ranged 25 - Hero Point: 1d20 + 1d6 + 13 ⇒ (19) + (1) + 13 = 33


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

"

Cogsnap wrote:

Hand: Elixir of Focus, Crystalline Carnivore, Bottled Lightning, Blessing of Nethys (Core), Acid Flask (Core), Elixir of Healing, Starbow, Flame Cannon,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points: 7
Mythic Charges:7

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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.

Autofail Con/Wis 12
Disable 15: 1d8 + 13 ⇒ (8) + 13 = 21
Defeated

Cogsnap ends their turn.

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

"

Cogsnap wrote:

Hand: Elixir of Focus, Talisman of True Faith, Bottled Lightning, Blessing of Nethys (Core), Acid Flask (Core), Potion of Focus, Starbow, Flame Cannon,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7
Mythic Charges:7

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Anesthetizing SLime, The Carnival, Blackfingers, Brass Sentinel, Slick Leather, Blessing of Norgorber, Elixir of Healing, Deskari's Tooth, Crystalline Carnivore, Dragon's Breath (Core), Fuse Grenade
Recharged: Clockwork Servant (Core), 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
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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Starting Location: Watchtower

"

Cogsnap wrote:

Hand: Elixir of Focus, Clockwork Servant (Core) 2, Bottled Lightning, Blessing of Nethys (Core), Clockwork Servant (Core), Potion of Focus, Starbow, Flame Cannon,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Hero Point: Bank

Skill Feat: Bank as Hero Point (already have 7)
Power Feat: Bank as Hero Point (already have 7)
Card Feat: Armor +1

Deck Upgrade: Armor 4 (Brass Sentinel)

Use Deskari's Tooth (only ranged/dex character)

Hero Points now at 7.


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Starbow
Combat 35: 1d8 + 1d6 + 7 ⇒ (7) + (4) + 7 = 18

Wipe hand.

No turn to take (no hand, no explore)
Draw up, end my turn.

"

Cogsnap wrote:

Hand: Flame Cannon, Crystalline Carnivore, Merchant Lord, Blackfingers, The Carnival, Elixir of Focus, Acid Flask (Core), Bottled Lightning,

Displayed:
Deck: 5 Discard: 10 Buried: 1
Hero Points: 4
Mythic Charges:0

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Dragon's Breath, Blessing of Green Faith, Mythic Charge
-Expend Mythic Charge (Attack Trait)
Combat 35: 1d20 + 1d10 + 5 + 3d6 ⇒ (20) + (2) + 5 + (2, 1, 4) = 34
Paizo Product reroll: 1d10 + 32 ⇒ (2) + 32 = 34

1 Damage - Form of the Dragon

Kess- Blessing of Green Faith

Recharge Dragon's Breath Int 14: 1d10 + 4 ⇒ (6) + 4 = 10

"

Cogsnap wrote:

Hand: Starbow, Talisman of True Faith, Clockwork Servant (Core) 2, Potion of Focus, Clockwork Servant (Core),

Displayed:
Deck: 14 Discard: 5 Buried: 1
Hero Points: 4
Mythic Charges:0

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Mythic Charge = 2

Defeat of Servitor Demon not required. Autofail the combat check, buy Slick Leather for damage.


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

Fuse Grenade -Ranged +4d8
Alchemical Ranged COmbat Check Power - +1d6
Someones Blessing (Seoni - Blessing of Abadar) - +1d8
6 Mythic Charges

Combat 66: 6d20 + 1d6 + 10 ⇒ (20, 5, 3, 2, 16, 10) + (4) + 10 = 70

Gain 1 Mythic Charge
6 cards added to hourglass

Cogsnap ends their turn.

Cogsnap attempts to recover all cards in their Recovery pile.
Fuse Grenade Craft 16: 1d10 + 6 ⇒ (4) + 6 = 10

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

"

Cogsnap wrote:

Hand: Form of the Dragon, Starbow, Talisman of True Faith, Dragon's Breath (Core), Clockwork Servant (Core) 2, Potion of Focus, Clockwork Servant (Core),

Displayed: Slick Leather,
Deck: 14 Discard: 3 Buried: 0
Hero Points: 4
Mythic Charges:1

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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.

Starbow, Mythic Charge
Combat 22: 1d20 + 1d6 + 13 ⇒ (17) + (6) + 13 = 36
Defeated
Gain Mythic Charge back.

Bury Clockwork Servant to Explore

Expeditious Chain Mail

Use Elixir of Focus to auto acquire.

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

"

Cogsnap wrote:

Hand: Form of the Dragon, Starbow, Talisman of True Faith, Dragon's Breath (Core), Fuse Grenade, Potion of Focus, Clockwork Servant (Core), Elixir of Healing,

Displayed: Slick Leather,
Deck: 11 Discard: 5 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

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.

"

Start of Kess turn

Elixir of Healing: 1d4 + 1 ⇒ (2) + 1 = 3

RNG: 1d5 + 1d5 ⇒ (5) + (3) = 8

Cannot fail to recharge Elixir of Healing


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Edit: Cannot pass a WIS 9 check, discard top card of deck.

"

Cogsnap wrote:

Hand: Talisman of True Faith, Elixir of Focus, Merchant Lord, Clockwork Servant (Core) 2, Starbow, Slick Leather,

Displayed:
Deck: 14 Discard: 3 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

RNG Monster 2 - Locust Demon:

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.

BYA INT 11: 1d10 + 9 ⇒ (7) + 9 = 16
Starbow
Combat 23: 2d6 + 1d8 + 1d6 + 17 ⇒ (3, 1) + (6) + (3) + 17 = 30
Defeated


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Starbow
Combat 25: 2d6 + 1d8 + 1d8 + 1d6 + 13 ⇒ (4, 1) + (6) + (7) + (1) + 13 = 32
6's Rolled: 1

Merchant Lord:

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.

Bottled Lightning Craft 14: 1d10 + 11 ⇒ (3) + 11 = 14

"

Cogsnap wrote:

Hand: Acidic Bolas, Anesthetizing SLime, Talisman of True Faith, Elixir of Focus, Merchant Lord, Clockwork Servant (Core) 2, Starbow, Slick Leather,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Starting Location: Rasping Rifts

"

Cogsnap wrote:

Hand: Acidic Bolas, Anesthetizing SLime, Talisman of True Faith, Elixir of Focus, Bottled Lightning, Clockwork Servant (Core) 2, Starbow, Slick Leather,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 4
Mythic Charges:5

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Hero Point: Bank
Champions of Mendev Medal: Cha

Loot draw: Pass to others

Redemption Card https://pacg.fandom.com/wiki/Redemption?so=search

None really apply to me, so Monkey's Paw for the LOL's.

Deck Upgrade, Pass


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Blessing of Norgorber, Mythic

Ranged 20: 1d20 + 1d8 + 10 ⇒ (8) + (8) + 10 = 26


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Abyssal Army Defeated, location auto-closes.

WPC: Going with Arcane Spell. ->> RNG SPELL 1. Death's Touch

Cogsnap ends their turn.

Cogsnap attempts to recover all cards in their Recovery pile.
Cannot fail to recharge any of the cards in recovery.
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

"

Cogsnap wrote:

Hand: Blessing of Deskari, Death's Touch, Wand of Paralyze, Blessing of Nethys (Core), Blessing of Norgorber, Potion of Focus, Crystalline Carnivore, Starbow,

Displayed: Slick Leather,
Deck: 10 Discard: 4 Buried: 2
Hero Points: 3
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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.

Flame Cannon
Ivory Templar Combat 20: 5d8 + 1d6 + 10 ⇒ (7, 4, 4, 2, 7) + (6) + 10 = 40
Elixir of Focus (Add Craft)
Arcane 23: 1d10 + 10 + 1d10 + 11 ⇒ (10) + 10 + (10) + 11 = 41


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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)

Arcane 8+5=13: 1d10 + 10 ⇒ (10) + 10 = 20
Acquired
Discard Apprentice to Explore:

Stringy Fiend:

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.

RNG: 1d3 ⇒ 3 SHARDRA Dex/Acrobatics 10
Starbow
Ivory Templar Combat 20: 1d8 + 1d6 + 17 ⇒ (2) + (5) + 17 = 24
Bottled Lightning
Stringy Fiend Combat 33: 4d8 + 1d6 + 14 ⇒ (6, 4, 2, 1) + (5) + 14 = 32
Paizo Product Reroll: 1d8 + 31 ⇒ (6) + 31 = 37
Defeated

Banish Acidic Bolas to close.
WPC: Draw a Corrupted Blessing from the box: Blessing of Deskari

Cathedral Closed

Cogsnap ends their turn.

Cogsnap attempts to recover all cards in their Recovery pile.
Bottled Lightning Craft 14: 1d10 + 11 ⇒ (1) + 11 = 12
Cogsnap resets their hand.

[u]Summary[/u]
Acquired: Apprentice
Banished: Stringy Fiend
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Shardra Dex/Acro 10

"

Cogsnap wrote:

Hand: Blessing of Deskari, Anesthetizing SLime, Elixir of Healing, Flame Cannon, Blessing of Norgorber, Elixir of Focus, Starbow,

Displayed: Slick Leather,
Deck: 10 Discard: 4 Buried: 1
Hero Points: 3
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

"

Cogsnap wrote:

Hand: Acidic Bolas, The Carnival, Bottled Lightning, Flame Cannon, Blessing of Norgorber, Blackfingers, Elixir of Focus, Starbow,

Displayed: Slick Leather,
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Starting Location: Prison Vault

"

Cogsnap wrote:

Hand: Acidic Bolas, Clockwork Servant (Core) 2, Bottled Lightning, Flame Cannon, Blessing of Norgorber, Blackfingers, Slick Leather, Starbow,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Hero point: Con +1
Medal: Fort +5

Draw: give away.


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

"

Cogsnap wrote:

Hand: Starbow, Blackfingers, Crystalline Carnivore, Blessing of Nethys (Core), Blast Stone, Bottled Lightning, The Carnival, Acidic Bolas,

Displayed: Slick Leather,
Deck: 8 Discard: 7 Buried: 1
Hero Points: 3
Mythic Charges:5

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

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.

Cannot pass BYA
RNG: 1d2 ⇒ 1 Aucinda Fernerander, Charm Monster

Combat Increase: 1d10 ⇒ 2
Flame Cannon - Put Acid Flask into Recovery
Combat 28: 1d8 + 15 + 4d8 + 2d6 ⇒ (4) + 15 + (6, 5, 6, 3) + (6, 2) = 47

Spoiler:
Ravener Terendelev Combat 35 fight
Ravener Terendelev:

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.

--Expend a Mythic Charge
Dex 16: 1d8 + 8 ⇒ (8) + 8 = 16
Flame Cannon
Combat 35: 1d8 + 14 + 4d8 + 1d12 ⇒ (4) + 14 + (3, 3, 1, 3) + (1) = 29
Combat 35: 1d8 + 14 + 4d8 + 1d12 ⇒ (6) + 14 + (7, 6, 1, 2) + (6) = 42

Cannot fail to recover Acid Flask
Flame Cannon Craft 12: 1d10 + 10 ⇒ (6) + 10 = 16


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Blackfingers
Close Check STR 11: 2d6 ⇒ (6, 6) = 12 WOW!
WPC Move to RNG Location Cogsnap: 1d3 ⇒ 1
WPC Move to RNG Location Seoni: 1d3 ⇒ 2

CAVERN CLOSED!

Cannot fail to recover Elixir of Focus

"

Cogsnap wrote:

Hand: Charm Monster, Blackfingers, Clockwork Servant (Core), Waxberry, Flame Cannon, Acid Flask (Core), Aucinda Fermender, Starbow,

Displayed: Slick Leather,
Deck: 13 Discard: 3 Buried: 1
Hero Points: 3
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

Turn - Hour: Blessing of Sifkesh
Hour Rules: None
SOT: None
Give Card: None
Move: Cavern (Can't fail Knowledge 14)
Location Powers: None
Explore: Demon Brawl

Demon Brawl:

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.

RNG 1=ME Vulture Demon: 1d2 ⇒ 1
RNG 1=ME Treachery Demon: 1d2 ⇒ 2

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.

BYA - Use Elixir of Focus to auto succeed
Difficulty Decrease: 1d6 ⇒ 5
Starbow
Combat 19-5=14: 1d8 + 1d6 + 18 ⇒ (3) + (1) + 18 = 22

Wait for Seoni to do her combat


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

"

Cogsnap wrote:

Hand: Charm Monster, Blackfingers, Clockwork Servant (Core), Waxberry, Flame Cannon, Elixir of Focus, Aucinda Fermender, Starbow,

Displayed: Slick Leather,
Deck: 13 Discard: 3 Buried: 1
Hero Points: 3
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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.

RNG other location: 1d6 ⇒ 6 No one is there!
Bottled Lightning
Combat 33: 1d8 + 15 + 3d8 + 1d6 ⇒ (1) + 15 + (1, 7, 1) + (6) = 31
Combat 33 Hero Point: 1d8 + 15 + 3d8 + 1d6 ⇒ (3) + 15 + (4, 5, 1) + (6) = 34
Waxberry Acquired

--Discard Waxberry to explore:

Demon Brawl:

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

"

Cogsnap wrote:

Hand: Clockwork Servant (Core) 2, Blackfingers, Elixir of Healing, Blessing of Norgorber, Flame Cannon, Potion of Focus, Acid Flask (Core), Starbow,

Displayed: Slick Leather,
Deck: 12 Discard: 1 Buried: 1
Hero Points: 3
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

"

Cogsnap wrote:

Hand: Bottled Lightning, Anesthetizing SLime, Elixir of Healing, Elixir of Focus, The Carnival, Blast Stone, Slick Leather, Starbow,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Starting Location: Cell

"

Cogsnap wrote:

Hand: Bottled Lightning, Anesthetizing SLime, Elixir of Healing, Elixir of Focus, The Carnival, Blast Stone, Talisman of True Faith, Dragon's Breath (Core),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Miscounted feats.

Hand +1 (8 total)


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Boon Draw: Give away

Champions of Mendev - Ranged: Dexterity + 5

Hero Point: Bank

Upgrade: Pass


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Knowledge 12 - cannot fail.

Guard check: at closed location.


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

"

Cogsnap wrote:

Hand: The Carnival, Clockwork Servant (Core) 2, Blessing of Norgorber, Elixir of Focus, Potion of Focus, Acid Flask (Core), Flame Cannon,

Displayed:
Deck: 12 Discard: 5 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dragon's Breath (Core), Blast Stone, Talisman of True Faith, Bottled Lightning, Crystalline Carnivore, Bottled Lightning, Slick Leather, Clockwork Servant (Core), Blessing of Nethys (Core), Blackfingers
Recharged: Elixir of Healing,
Discard Pile: Anesthetizing SLime, Spiked Plate, Spirit Blade, Starbow, Acidic Bolas,
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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Dex 12 BYA: 1d8 + 9 ⇒ (7) + 9 = 16


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

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

"

Cogsnap wrote:

Hand: Anesthetizing SLime, Spiked Plate, Elixir of Healing, Starbow, Potion of Focus, Acidic Bolas, Flame Cannon,

Displayed:
Deck: 14 Discard: 3 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

"

Cogsnap wrote:

Hand: Anesthetizing SLime, Blessing of Norgorber, Starbow, Potion of Focus, Acidic Bolas, Flame Cannon, Spirit Blade,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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:
"

Cogsnap wrote:

Hand: Anesthetizing SLime, Crystalline Carnivore, Blessing of Norgorber, Starbow, Blast Stone, Acidic Bolas,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

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

-----Starbow = Ranged, +5 to check.
Starbow
Dragon Combat 21: 1d8 + 1d6 + 13 + 5 ⇒ (8) + (1) + 13 + 5 = 27
Starbow
Rider Combat 23: 1d8 + 1d6 + 13 + 5 ⇒ (4) + (6) + 13 + 5 = 28

Use Crystalline Carnivore to explore

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

"

Cogsnap wrote:

Hand: Anesthetizing SLime, Clockwork Servant (Core), Blessing of Norgorber, Starbow, Potion of Focus, Acidic Bolas, Flame Cannon,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Starting Location: Corruption Forge

"

Cogsnap wrote:

Hand: Talisman of True Faith, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Dragon's Breath (Core), The Carnival, Elixir of Focus, Acid Flask (Core),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 4
Mythic Charges:6

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Champions of Mendev: Knowledge +5

Deck Upgrade: Ally 6 (there are 3 of them)
Hero Point: Ally +1
Add in Crystalline Carnivore


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Mythic Charge: Knowledge +5
Blackfingers
Potion of Focus
Knowledge 23: 3d10 + 8 + 5 ⇒ (8, 9, 1) + 8 + 5 = 31

Potion of Focus Craft 10: 1d10 + 5 ⇒ (1) + 5 = 6

"

Cogsnap wrote:

Hand: Nahyndrian Elixer, Planar Crossbow +2, Mirror Image, Anesthetizing SLime, Bottled Lightning,

Displayed:
Deck: 16 Discard: 2 Buried: 0
Hero Points: 4
Mythic Charges:

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

"

Cogsnap wrote:

Hand: Nahyndrian Elixer, Planar Crossbow +2, Blackfingers, Potion of Focus, Mirror Image, Anesthetizing SLime, Bottled Lightning,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Hero Points: 4
Mythic Charges:1

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

-Spend 1 Mythic Charge for Int: Knowledge +5
-The Carnival

Knowledge 23: 2d10 + 9 ⇒ (6, 5) + 9 = 20
Knowledge 23 Hero Point: 2d10 + 9 ⇒ (5, 8) + 9 = 22 Flip the 5 to 6 with The Carnival for 23

"

Cogsnap wrote:

Hand: Nahyndrian Elixer, Planar Crossbow +2, Blessing of Norgorber, Elixir of Healing, Anesthetizing SLime, Bottled Lightning,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points: 4
Mythic Charges:1

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Discard Blessing of Nethys for Shardra

Abyssal Army defeated. Gain 1 Mythic Charge.

Canyon Closed.

WPC: Shuffle all locations.

Cannot fail to recharge Clockwork Servant
Elixir of Focus Craft 10: 1d10 + 7 ⇒ (10) + 7 = 17

"

Cogsnap wrote:

Hand: Nahyndrian Elixer, Planar Crossbow +2, Blessing of Norgorber, The Carnival, Elixir of Healing, Anesthetizing SLime, Bottled Lightning,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points: 5
Mythic Charges:2

Deck, Discard, Buried:

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.

"


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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_

BYA damage: 1d4 - 1 ⇒ (2) - 1 = 1

Recharge Slick Leather for the damage

Planar Crossbow
Combat 14: 1d8 + 6 + 1d10 + 2 ⇒ (5) + 6 + (10) + 2 = 23

Defeated

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


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Out of Turn Updates: None

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

"

Cogsnap wrote:

Hand: Acidic Bolas, Planar Crossbow +2, Blessing of Nethys (Core), Clockwork Servant (Core) 2, Elixir of Focus, Clockwork Servant (Core), Blessing of Norgorber,

Displayed: Slick Leather,
Deck: 12 Discard: 1 Buried: 0
Hero Points: 5
Mythic Charges:2

Deck, Discard, Buried:

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.

"

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