Hakon

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72 posts. Alias of Yewstance.


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Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

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

Hakon's frenzy continues to burn, but the continued lack of any sign of Vencarlo's presence stifles the fiercest of his inner flames to slow-burning coals. The power invigorates and protects him, but kept in check by his sensibilities as the Skald increasingly becomes convinced that Vencarlo must have already escaped.

Especially if Varian's discoveries ring true, and that Vencarlo was Blackjack all along.

Okay, that Hour power changes my plans. I can't actually keep any boons I encounter, but I'm much more likely to acquire them. The Office location only has boons and the henchman left on top, so this seems like the best chance to fish for deck upgrades before the rest of the boons get burned.

Hakon moves to the Office.
Free exploration:

Office Card 7: Eries Yelloweyes:

CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Diplomacy 10 (Hour): 1d8 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11 -> Pass.
Acquired.
(Hour) Buried.

Hearing shouting down a hallway full of smoke and cinders, Hakon charges through the haze fearlessly, breaking down a door heedless of the risk. The backdraft causes a sudden surge of heat and smoke, but a rat-like humanoid slips out, hacking and coughing, fur matted. Hakon covers his burning eyes, waving blindly and yelling to the rescued rat-person to flee the manor. By the time Hakon retreats to safety and clears his watering eyes, they're gone.

Hakon discards Ruan Mirukova to heal a random card (The Wanderer), then explore again.

Office Card 8:
Wand of Force Missile:

CotCT
Item 1
Traits:
Arcane
Attack
Force
Magic
Wand
To Acquire:
Intelligence
Arcane 6
For your combat check, bury or banish to use Arcane + 2d4.
On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Office Card 9:
Intelligence 6 (Hour, Harrow Suit): 1d6 + 1d6 + 1d4 ⇒ (1) + (4) + (2) = 7 -> Pass.
Acquired.
(Hour) Buried.

Hakon continues to blink as he takes a moment in the relatively safe foyer, eyes burning as he looks around for his compatriots. No sign of them in the immediate vicinity, but a magic-exhausted wand along the floor suggests that Varian may have been in the area, perhaps trying to suppress flames with its magic.

I could explore again, but healing is more valuable than explorations now that we're largely just down to a small number of banes.

Hakon ends his turn.
Scenario: Hakon examines the top 1d4 ⇒ 3 cards of the 1d3 ⇒ 3 Office.

Office Card 9: Divine Fortune
Office Card 10: Red Mantis Assassin
Office Card 1: Symbol of Agony

Darn, I really should've taken that last exploration. Divine Fortune is Banished, goodbye Spell 3...
Red Mantis Assassin and Symbol of Agony are placed on the bottom of the Office. All cards in the Storehouse are known and ordered.

Ablaze (Deadly): Hakon suffers 1d4 - 1 ⇒ (3) - 1 = 2 Fire damage, and draws Gray Maiden Plate to reduce the damage by 1, to 1, then discards Gray Maiden Plate to the remaining damage.
Hakon resets his hand.

Burning pages scatter amidst the cinders of the air. Clearly a small library or trove of scrolls must have gone up in flame nearby. The sight of the magics, stories, and history becoming ash before his eyes stokes the coals of Hakon's fury once more.

Hakon wrote:

Hand: Glorious Warhammer, Divine Insight (Core), Priest of Pharasma, Delve, Kusarigama,

Displayed:
Deck: 9 Discard: 3 Buried: 4
Hero Points: 3
NOTES:
Available Support: Glorious Warhammer - Recharge to examine the top card of my location (only use if you don't anticipate burying my other weapon)
Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
Priest of Pharasma - Bury to heal a local character 1d4+1 cards
Delve - Bury (via Recovery) to add 1d8 to any check to acquire a Weapon, Armor, or Item 3.
Bury a card (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Unless you have a specific plan in mind, please use from the bottom of my hand first.
Movement: Move per current player's decision

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sacred Candle (2), Cure (Core), Blessing of Wadjet, Blessing of Kofusachi, Double Chicken Saber +1, Bodyguard, Shining Wayfinder, The Wanderer, Commune (Core)
Recharged:
Discard Pile: Ruan Mirukova, The Inquisitor (Harrow), Gray Maiden Plate,
Buried Pile: Sacred Candle, Incitation, Eries Yelloweyes, Wand of Force Missile,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.

Status Link
Most Recent BR Refresh

Zova - Bank Of Abadar 2-11 remain // 2=Crow

Zadim - Manor 3-11 remain // 3=Giant Slug
Hakon, Varian - Office 2, 4, 6, 10, 1 remain // 2=Wailing Maidens, 4=Minotaur, 6=Drowning Mud, 10=Red Mantis Assassin, 1=Symbol of Agony


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

I'm finally back! Sorry all.

OFF-TURN ACTIONS:
Before Zadim ends his turn, Hakon buries Sacred Candle to draw the hour (The Wanderer), since it's an on-suit Harrow blessing.
========================

Over the preceding days, Hakon's former loyalty to whatever creature has fashioned itself as Korvosa's queen has continued to harden and forge itself into a silent, revolutionary fury.

Hakon joins his fellow heroes not in search of safety, but for answers and allies. After the Trinia debacle and everything else, the Skald is certain that Vencarlo Orisini must be tied to a broader movement, and Hakon is ready to be convinced that such a movement is the only way Korvosa's people will know peace.

The sight of the flames elicits one in Hakon's own chest. A filling, vigorous, rightful hatred, burning around the coal of certainty that this fire was no accident. Hakon roars, charging his body and voice with power as he charges into the heart of the Manor without delay in frantic search of Vencarlo.

Hakon starts his turn.
Hour Power: On your Charisma check, you may use your Intelligence die instead of the normal die.

Balancing between the Manor and Storehouse, I think being able to take advantage of Varian's support and the allies at the Manor tips the scale towards it.

Hakon moves to the Manor.
Free exploration:

Manor Card 1: Attic Whisperer:

Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
BA: Varian must pass a Wisdom 4 check. If you want, Hakon can bury a card to his power to auto-pass you.
BA: Hakon buries Incitation to his character power to add his Diplomacy to his check against a monster. Autopass. (Wisdom 4: 1d4+1d8+3)

Combat: Hakon reveals Kusarigama to use Melee +1d6.
Hakon discards The Wanderer to bless twice.
Combat/Melee 13 (Bless*2): 3d10 + 2 + 1d6 ⇒ (4, 9, 3) + 2 + (3) = 21 -> Pass.
Defeated.

Speeding through the foyer and halls not yet choked with smoke and flame, Hakon breaks down each and every door he sees, looking for survivors or culprits both as he howls out Vencarlo's name in his accented, magically-enhanced voice. From a nearby sliding panel to the attic, a small fox-skulled undead creature screeches in response to the flame, smoke and noise, and drops down in front of the raging Skald, surrounded by some strange magic that seeks to sap the very magic from Hakon's voice.

Hakon clamps his jaw shut mid-roar, unhooking one of his personal weapons from across the seas and throws a sharp sickle-head-like object at the creature. It dodges, but Hakon skillfully and furiously whips the chain-cord of the kusarigama around to whip its head to follow the creatures movements, flailing it in devastating lashes and whips until he strikes it square in its skull which gives way under the weighted hit. The creature's remaining body falls apart into dust as Hakon charges on without delay, rage still driving him on and cleansing the heat and exhaustion that would otherwise slow him.

Hakon discards The Inquisitor (Harrow) to explore again (and does not use the Adventure Power).

Manor Card 2: Magic Chain Mail:

CotCT
Armor 1
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Requesting that Varian recharge a card to add 1d4, as more armor would be nice with these wildcards.
Constitution 7 (Varian): 1d8 + 1d4 ⇒ (3) + (2) = 5 -> Fail, boo.
Banished.

Hakon breaks through a door into something resembling a large training-hall, perhaps one of several in the academy. Its walls are spotted with armoires and racks of weapons and armor, but the fires have already eaten away at much of its flooring and there's no way to access the equipment. More importantly, though, no sign of Vencarlo. Hakon grits his teeth and races on.

Hakon displays Gray Maiden Plate.

Hakon ends his turn.
Scenario: Hakon examines the top 1d4 ⇒ 3 cards of the 1d4 ⇒ 4 Storehouse.

Storehouse Card 1: Red Mantis Ambush
Storehouse Card 2: Ambrosia
Storehouse Card 3: Tower Shield

Ambrosia and Tower Shield are Banished. Red Mantis Ambush is placed on the bottom of the Storehouse.

Ablaze (Deadly): Hakon suffers 1d4 - 1 ⇒ (2) - 1 = 1 Fire damage. Hakon draws Gray Maiden Plate to reduce the damage dealt by 1, to 0.
Hakon resets his hand.

Hakon sprints down the hallways as the fires escalate, covering his head as cinders and fragments of wood rain down on him, pelting his arms and rmor.

Hakon wrote:

Hand: Divine Insight (Core), Priest of Pharasma, Gray Maiden Plate, Kusarigama, Ruan Mirukova,

Displayed:
Deck: 10 Discard: 2 Buried: 2
Hero Points: 3
NOTES:
Available Support: Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
Priest of Pharasma - Bury to heal a local character 1d4+1 cards
Ruan Mirkova - Recharge to add 1d4 and the Magic trait to a local check. If passed, that character may heal a card.
Bury a card (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Unless you have a specific plan in mind, please use from the bottom of my hand first.
Movement: Move per current player's decision
Other: I could've probably explored one more time, but I wanted to keep the Priest in my hand in case I had to discard 2-3 cards at EoT to damage.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Delve, Double Chicken Saber +1, Commune (Core), Shining Wayfinder, Bodyguard, Cure (Core), Sacred Candle (2), Blessing of Wadjet, Glorious Warhammer
Recharged:
Discard Pile: The Wanderer, The Inquisitor (Harrow),
Buried Pile: Sacred Candle, Incitation,

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

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.

After the start of Zova's turn, Hakon displays Gray Maiden Plate again.

Status Link
Most Recent BR Refresh

"Notes for Varian: Must make a Wisdom 4 check to avoid being Dazed.
Recharged a card for Urban assistance.

"
Zadim - Bank Of Abadar 1-11 remain

Varian, Hakon - Manor 3-11 remain
Office 3-10, 1-2 remain // 1=Symbol of Agony 2=Wailing Maidens
Zova - Storehouse 4-9, 1 remain // 1=Red Mantis Ambush


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

For my deck upgrade, I replaced Good Omen (Spell 0) with Delve (Spell 2).

LOOT (Dragon's Demand AP Reward): Explorer's Pith Helmet (Armor) -> Incitation (Blessing)
LOOT: Fencer -> Ruan Mirukova

Hakon starts at the Storehouse.

Hakon draws his starting hand (+1, Storehouse), then adds his Harrow to it.

Hakon wrote:

Hand: Divine Insight (Core), Priest of Pharasma, Incitation, Gray Maiden Plate, Kusarigama, Sacred Candle, The Inquisitor (Harrow),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: The Inquisitor - Bless and ignore immunities and resistances
Sacred Candle - Bury to draw the hour
Incitation - Discard to bless a check, Freely if it invokes Acid/Cold/Electricity/Fire/Force
Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
Priest of Pharasma - Bury to heal a local character 1d4+1 cards
Bury a card (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Unless you have a specific plan in mind, please use from the bottom of my hand first.
Movement: Move per current player's decision

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sacred Candle (2), Commune (Core), Bodyguard, Delve, Double Chicken Saber +1, Blessing of Kofusachi, Glorious Warhammer, Blessing of Wadjet, Ruan Mirukova, Cure (Core), Shining Wayfinder
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Arcane, Divine, Instrument, Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
[ ] At the end of your turn, you may move; any local characters may move with you.


Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

Curse-2D - Hakon Rewards

Scenario Reward: Hakon checks off his Supporter Feat for Amin Jalento.

Tier Progression: (2.4) Hakon gains a Hero Point.
Hakon stores it.
Hakon expends his XP to tier up to Tier 3.

Hakon now has 3 remaining Hero Points.

Deck Upgrades: Hakon's preferences are as follows...

  • Spell 2: Replace Good Omen (Core) with Delve (Ultimate Equipment). Spell 2: 1d1000 ⇒ 528
  • Weapon 2: Replace Glorious Warhammer with Flaming Mace (Divine AP). Weapon 2: 1d1000 ⇒ 61

    Additionally, Hakon is interested in the Loot Ally Ruan Mirukova for future scenarios. I've quickly added him to our Loot spreadsheet.


  • Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Move to Oubliette.
    Oubliette, Besieged: Hakon takes 2 Ranged Combat damage. Hakon displays and recharges Chain Mail (Core) to reduce the Combat damage dealt by 2, to 0.
    Receive Enervation from Varian.
    Hakon sends Good Omen to Recovery.
    Move to Pits.
    Besieged: Hakon takes 1 Ranged Combat damage. Hakon draws Gray Maiden Plate to reduce damage dealt by 1, to 0.
    Hakon displays Gray Maiden Plate.

    ========================
    Hakon starts his turn.
    Hour Power: On your non-Attack combat check, add 1.

    Hakon gives Enervation back to Varian.

    Hakon nods to Zadim, beginning to guide the party back into the dark caverns he'd previously fallen into and cautiously navigating back towards where he and Zova had spied the well-dressed cultist. On the way, Hakon takes stock of the state of his equipment and pushes the aches and burns of his wounds and exhaustion from his head. It's been a trial and a half, but they've damn near routed what seems to be the cult behind this plague between the handful of them. Korvosa may see a brighter future yet.

    Hakon stays at the Pits.
    Free exploration:

    Pits Card 1 (Lady Andaisin): Lady Andaisin:

    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Cleric
    Human
    To Defeat:
    Combat 16
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
    After acting, suffer the scourge Wounded.
    I must admit, though I'm not worried about this going badly, I will note that this is the closest I think Hakon has come to death. I never drew Cure or Priest of Pharasma, and hypothetically I COULD die to this villain if she buried enough of my deck and wiped my hand. Lets try to avoid that.
    BA: Hakon buries Double Chicken Saber +1 to add his Diplomacy to a check against a monster.[/b]

    BA: Constitution 9 (Hakon, Harrow Suit): 1d8 + 1d8 + 3 + 1d4 ⇒ (2) + (6) + 3 + (1) = 12 -> Pass.

    The group catches sight of the apparent cultist-leader. Nobility - or someone styling themselves as one - wearing the trappings of an Urgathoan cultist and carrying a wicked scythe. She seemed to have gathered some of the remaining cultists to her side, too, so numbers alone would not decide this fight.

    At Zadim's direction, Hakon hunkers down to wait for a better opportunity to strike, but the pale woman lifts a bony finger directly at the Skald, even cloaked in the thickest darkness as he was. Could she freely see in this glum light? She opens her mouth, and Hakon makes to move as he realizes the beginning of a verbal component. All too soon a jagged stream of energy - some colorless wave surrounded by what can only be described as something blacker than the mere absence of light - scorches through the air, breaking the silence with a near-howl as Hakon brings his sabres up in a cross-pattern to block.

    The energy blasts the weapons from Hakon's hands - scattering them to either side - and the proximity of the blast seems to cast a shadow over every one of Hakon's senses, as if his life was briefly dimmed and every wound and ache exaggerated. But the worst of the spell seems to have been deflected, and with a magic word of his own Hakon draws his warhammer as it blazes with light bright enough to illuminate much of the room.

    The cultist sneers, drawing her scythe as the cultists surrounding her raise their daggers and shortswords.

    "You are far from your post, Guardsmen. Attack!"

    Varian sends Enervation to recovery to reduce the difficulty of the Combat check by 2d4 ⇒ (3, 2) = 5. New difficulty = 11.
    Combat: Hakon reveals Glorious Warhammer to use Melee +1d8+1.
    Zadim recharges Blowgun to add 1d8+4 to my combat check.

    Combat/Melee 11 (Zadim): 1d10 + 2 + 1d8 + 1 + 1d8 + 4 ⇒ (10) + 2 + (1) + 1 + (1) + 4 = 19 -> Pass.

    Zova enters the fray, clawing at the throat of one approaching cultist as another's dagger glances off her axe. Hakon doesn't take stock of the remining fight, but charges at the presumed cultist-leader as she hangs back, only to be engaged by a cultist that grabs at Hakon even as he tries to swing and punch the surprisingly-strong, bony man off of him. Another cultist rushes to attack Hakon whilst he's grappled, but they fall to the ground from an energy-sapping spell from Varian. Hakon continues to spar with the clutching cultist until the cultist suddenly freezes, goes limp, and falls backwards - a poisoned dart embedded in his neck, expertly shot during the struggle.

    Shoving the limp cultist off of him, Hakon calls upon his magic hammer to blaze even brighter as he charges at the cultist leader with a warcry. She steps back, taking a defensive posture, leveraging the reach of her weapon to hold off Hakon's approach. Or tries to - Hakon roars in hatred and vigor, letting his pain fuel his war-focus, recalling his fights, his people, his story - and slams his shoulder against the bladed weapon, gambling on his armor and angle to deflect it with his frontal attack. Hakon's hammer swings out as he charges past her scythe, and his hammer strikes true - knocking the life from her eyes with a deadly blow to the side of the head.

    She crumples to the ground, and Hakon looks around, head numb from adrenaline, shoulder burning, seeing the rest of the group dispatch the remaining cultists.

    Lady Andaisin would be defeated and cornered...
    Scenario: Lady Andaisin is undefeated and banished.
    Scenario: Daughter of Urgathoa (Villain) and one Cultist (closing henchman) are shuffled into the Pits.

    The cultist-leader's body twitches. Convulses. Hakon turns back in time to see the beginning of an unholy transformation as the bones of the once-corpse seem to grow, wrapping around the scythe like vines over a trellis, something both living and dead as the body rises to its feet from some unseen force. Hakon's wounds suddenly burn harsher, tighter, his head burning with agony as his rage teeters on the edge of his concentration, now staring up at a much larger, monstrous undead... thing where the cultist once was.

    Hakon recharges Shining Wayfinder to move to the Pits (Rulebook pg 6, you may move to your current location when no other locations are available, and effects that would happen when you move are ignored), then examines the top 2 cards of his location...
    Pits Card # (10 == Daughter of Urgathoa, 11 == Cultist): 1d10 + 1 ⇒ (7) + 1 = 8
    Pits Card # (10 == Daughter of Urgathoa, 11 == Cultist): 1d10 + 1 ⇒ (9) + 1 = 10

    Pits Card 8: Bound Imp:

    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.
    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    Pits Card 10: Daughter of Urgathoa:

    The creature screeches wordlessly, raising her scythe-claw before recoiling as Hakon's wayfinder shines with a strange, piercing light that seems to repel the monster. At least for long enough for him to stumble back out of her reach, re-readying his hammer for combat anew.

    Hakon did not examine a non-story-bane monster, so cannot encounter anything.

    Hakon ends his turn.
    Withering: Hakon buries Divine Insight (Core) from his discards (his only card in discards).
    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Sacred Candle (2), Glorious Warhammer, Blessing of Kofusachi, Priest of Pharasma, Blessing of Wadjet,

    Displayed: Gray Maiden Plate,
    Deck: 3 Discard: 1 Buried: 10
    Hero Points: 2
    NOTES:
    Available Support: Glorious Warhammer - Recharge to examine the top of my location
    Sacred Candle - Bury to draw the hour
    Blessing of Wadjet - +2d8 to acquire a boon
    Blessing of Kofusachi - Discard to bless
    Priest of Pharasma - Bury to heal a local character 1d4+1
    Bury a card (Character Power) - +1d8+3 to a local check against a Monster or a local Strength check. Unless you have a specific plan in mind, please use from the bottom of my hand first.
    Other: 10 buries cards, 3 cards left in deck. Further, the only non-recharged card left in my deck is Cure, go figure.

    Use everything I have for the remaining checks! Hakon will bury Sacred Candle to draw a Blessing 2 or before any exploration that would encounter the villain! (Which may also give you a beneficial hour power.)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure (Core)
    Recharged: Chain Mail (Core), Shining Wayfinder,
    Discard Pile: Good Omen (Core),
    Buried Pile: Sacred Candle, Klar, The Tangled Briar (Harrow), Lamashtu's Madness, Bodyguard, Explorer's Pith Helmet, Commune (Core), Double Chicken Saber +1, Fencer, Divine Insight (Core),

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    "Notes for Zova: The Real Rabbit Prince arrives in your Discards.
    1 Ranged Combat Damage from Besieged Pits

    Notes for Zadim: Blowgun recharged
    Notes for Varian: 1 Ranged Combat Damage from Besieged Pits
    Given Enervation
    Enervation sent to Recovery

    "

    Zadim, Zova, Hakon, Varian - Pits 8, 10, (2-7, 9, 11 - Shuffled) remain // 8 = Bound Imp, 10 = Daughter of Urgathoa (VILLAIN), 11 = Cultist


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Hakon continues his turn.
    Hour Power (reminder): When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    Hakon moves to the Shrine.
    Besieged: Hakon takes 1 Ranged Combat damage, but displays and draws Gray Maiden Plate to reduce the damage by 1, to 0.

    Shaking off the worst of his afflictions with Zova's assistance, Hakon re-arms himself and ducks through the cave system to try to find his other allies so that they may coordinate better. More by chance than intent, he stumbles upon a passage taking him into the inner sanctum of some temple-like structure, seeing Varian standing beside a dead chimera.

    Free exploration:

    Shrine Card 1: Poison Gas:

    Core
    Barrier 1
    Traits:
    Poison
    Trap
    Veteran
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.
    This seems rough enough that I'm going to ask Varian to break out the big guns and bury Sage's Journal to add his Knowledge skill.
    Disable 9: 1d4 + 1d12 + 4 ⇒ (4) + (1) + 4 = 9 -> Closer than I thought; I should have thrown something else as well at it. But passed.
    Defeated.

    Hakon waves at Varian, beginning to approach before the wizard cries out, warning Hakon of traps in the dim light and - with some kind of magical item - summoning a floating light to illuminate the gloom. The skald shields his eyes and, once they had adjusted to the new light source, notes the pattern of pressure plates and ventilator grilles worryingly close to where he was about to plant his feet.

    Hakon discards Fencer to explore his location, adding 1d4 and the Finesse and Swashbuckling traits to combat checks during this exploration.

    Shrine Card 2: Door Spike:

    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Hakon sends Divine Insight to Recovery to add 2d6 to his check to defeat a barrier. I additionally ask that Varian recharge a card to his character power to add 1d4. (Based on his notes, The Midwife.)
    Wisdom 8: 1d4 + 2d6 + 1d4 ⇒ (4) + (6, 2) + (2) = 14 -> Pass.
    Defeated.

    Speaking a soft prayer in the hope it will grant him some safety, Hakon warily makes his way over to Varian, avoiding more trap triggers thanks to the new light. As he does, Hakon notes the conspicuous absence of Varian's de-facto bodyguard.

    "Varian! The light was appreciated; and if you can keep it up I can guide us back to Zova once we secure this area. What of Radovan?"

    Hakon displays Gray Maiden Plate.

    Hakon ends his turn.
    Withering: Hakon randomly buries Divine Insight (Core) from his discards. Boo.
    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Double Chicken Saber +1, Shining Wayfinder, Good Omen (Core), Glorious Warhammer, Chain Mail (Core),

    Displayed: Gray Maiden Plate,
    Deck: 5 Discard: 1 Buried: 8
    Hero Points: 2
    NOTES:
    Available Support: Glorious Warhammer - Recharge to exame the top of my location
    Good Omen - Discard to add 1d6+1 to a check to acquire or close
    Fencer - Recharge to encounter a monster on behalf of a local character
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you choose otherwise.
    Other: Turn Paused.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Priest of Pharasma, Cure (Core), Blessing of Kofusachi, Sacred Candle (2), Blessing of Wadjet
    Recharged:
    Discard Pile: Fencer,
    Buried Pile: Sacred Candle, Klar, The Tangled Briar (Harrow), Lamashtu's Madness, Bodyguard, Explorer's Pith Helmet, Commune (Core), Divine Insight (Core),

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon is healed a card (Double Chicken Saber +1) and is his Plagued scourge is removed!

    Relief washes over Hakon at Zova's arrival. The Skald accepts the offered medicinal berries, doing his best to keep the sour fruit down through the nausea. Sure enough, less than a half-minute passes before the worst of the shakes and weakness subside, and Zova's keen vision see's Hakon's relief even in the gloom of the pit.

    The sound of clanging metal heralds another small miracle - Hakon thinks he just heard at least one of his sabres fall safely into the pit from above. If only he could find it amidst this darkness...

    Per his notes, on Zova's turn (prior to exploring the Pit) Hakon recharges Blessing of Kofusachi (Hour is The Brass Dwarf, which has a Constitution CtA) to search his deck for Double Chicken Saber +1, drawing it. My notes said to draw the Warhammer, but I would always pick Double Chicken Saber over the Warhammer and it suddenly became an option thanks to Zova's healing.

    Scrambling in the dark, Hakon's hand closes around a familiar hilt. Wonders never cease...

    ========================
    Hour (23->25): 1d18 + 6 ⇒ (18) + 6 = 24 -> Hour 24: Torag's Power.

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

    Pausing turn for strategy considerations (and preferably a board update).

    Hakon wrote:

    Hand: Double Chicken Saber +1, Divine Insight (Core), Good Omen (Core), Gray Maiden Plate, Fencer,

    Displayed:
    Deck: 8 Discard: 0 Buried: 7
    Hero Points: 2
    NOTES:
    Available Support: Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Good Omen - Discard to add 1d6+1 to a check to acquire or close
    Fencer - Recharge to encounter a monster on behalf of a local character
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you choose otherwise.
    Other: Turn Paused.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Wadjet, Shining Wayfinder, Cure (Core), Priest of Pharasma, Chain Mail (Core), Blessing of Kofusachi, Glorious Warhammer, Sacred Candle (2)
    Recharged:
    Discard Pile:
    Buried Pile: Sacred Candle, Klar, The Tangled Briar (Harrow), Lamashtu's Madness, Bodyguard, Explorer's Pith Helmet, Commune (Core),

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Hakon starts his turn.
    Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    Hakon stays at the Lair.
    Free exploration:

    Lair Card 1: Henchman Proxy A1/Cultist:

    Core
    Story Bane 1
    Type: Monster
    Traits:
    Cultist
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Diplomacy 8+#
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
    Hakon takes the Diplomacy check to defeat, and buries Lamashtu's Madness (Unhallowed) to bless twice.
    Diplomacy 13 (Lair, Bless*2): 1d8 + 3 + 2d8 ⇒ (4) + 3 + (6, 4) = 17 -> Pass.
    After Acting (Scenario Rule): Constitution 5 (Adventure Rule): 1d8 + 1d4 ⇒ (1) + (2) = 3 -> Fail; Hakon becomes Plagued.
    Defeated.

    Hakon fumbles in the dark for his torch, keeping his weapons close to hand. Finally, his hand closes around the familiar, warm wood and light is summoned into the lair-like cavern one strike of flint later. Raising the torch high, Hakon inspects the decapitated ghoulish bat to ensure there are no lingering signs of unlife, then cautiously peers upwards for any more enemies.

    Instead of finding more enemies, he hears some kind of muffled, fearful noise. Following cautiously, he sees someone huddled in a stony corner under a bundle of rags, hiding from the torchlight with panicked breaths.

    "It's okay, it's okay. I'm not here to hurt you. I'm with the guard, with the city. We can get you out of here..." Hakon comforts them, cautiously leaning the torch across some nearby stones to free up his hands and lessen the severity of the light. He holds one of his sabers in his hand, but low and half-behind his leg, wary but trying to approach nonthreateningly. The individual is so covered that he can't tell what they are, but they're clearly in a state of panic.

    "Shield your eyes from the light if you must, but please show me your hands. I can bring you to safety..." Hakon promises, remaining a few feet away. The bundle of rags stirs, and a shaky hand emerges from the shifting mound.

    Dead, pustule-ridden skin drawn skeletal fingers.

    Closing Henchman defeated: Hakon attempts to close the Lair.
    Hakon buries Bodyguard to his character power to add his Diplomacy to his Strength check.
    Melee 7 (Hakon): 1d10 + 2 + 1d8 + 3 ⇒ (8) + 2 + (8) + 3 = 21 -> Autopass; Lair closed!
    Hakon moves to the Pits.
    Besieged: Hakon suffers 1 damage and discards Double Chicken Saber +1.

    Hakon reaches for his second saber but the... thing is so much faster than he could have foreseen, as some plagued, monstrous cultist-thing that may have once been human throws off the ragged disguise it wore over its threadbare Urgathoan robes and lunges for Hakon's neck with surprising strength. Unable to bring his swords to bear in time Hakon drops them as he grabs at the creature's bony wrists, struggling and stepping backwards as its horrible, decaying visage spews ichor over his lips and beard.

    Spitting and retching, Hakon punches and struggles at the monster, stepping back again-

    -into nothing, falling backwards into a pit amidst the stone. The cultist falls with him, still clutching at Hakon's neck, but Hakon kicks out with a leg, his armored boot hitting stone, and spins them both as they fall, and all of a sudden all of the motion stops as Hakon crumbles into the creature, crushing it under his armor as they suddenly hit land.

    Hakon struggles away from the broken, plagued now-corpse and struggles to his feet, dizzy, bruised and vomiting. His head spins, his heart beats fast, he struggles for air between his vomiting and winded stomach, and the dark itself feels almost as constricting as the bony hands previously wrapped around his throat. After emptying his guts, he thumps his chest and claps his hands together, centering himself even he sweats and tries to spit out the rest of his bile. He can still see the traces of light coming from the torch above, and guesses he fell in a pit no more than 20 feet deep at most. Not only is the pit wide enough to move about in, but as his eyes readjust to the dark he can see passages leading out of this deeper portion to the pit.

    He can worry about whatever sickness he was exposed to once he finds a way back to the others.

    Hakon ends his turn.
    Withering: Hakon randomly buries Explorer's Pith Helmet from his discards.
    Plagued: Fortitude 5 (Adventure Rule): 1d8 + 1d4 ⇒ (1) + (3) = 4 -> Fail; Hakon buries Commune (Core) from the top of his deck.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Blessing of Kofusachi, Divine Insight (Core), Good Omen (Core), Gray Maiden Plate, Fencer,

    Displayed:
    Deck: 7 Discard: 1 Buried: 7
    Hero Points: 2 // Hakon has the following scourges marked:
    Plagued:
    While Marked:
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.

    At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.


    NOTES:
    Available Support: Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Blessing of Kofusachi (Unhallowed) - Bury to bless a check, Discard if hour has a Constitution CtA. Only use in an emergency.
    Good Omen - Discard to add 1d6+1 to a check to acquire or close
    Fencer - Recharge to encounter a monster on behalf of a local character
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you choose otherwise.
    Other: If the Hour has a Constitution CtA, or BEFORE a character explores at Hakon's location, Hakon will discard/recharge Blessing of Kofusachi to search and draw Glorious Warhammer from his deck.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Priest of Pharasma, Shining Wayfinder, Blessing of Wadjet, Glorious Warhammer, Sacred Candle (2), Chain Mail (Core), Cure (Core)
    Recharged:
    Discard Pile: Double Chicken Saber +1,
    Buried Pile: Sacred Candle, Klar, The Tangled Briar (Harrow), Lamashtu's Madness, Bodyguard, Explorer's Pith Helmet, Commune (Core),

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Hakon starts his turn.
    Hour Power: On your check against an Undead card, add 1d6.

    At Varian's direction, Hakon girds himself for combat and cautiously starts making his way towards the ominous pillar-like structure in the center of the remarkably large cavern; some kind of hollowed out stone structure linking the ceiling and floor, lights coming from within. How long has this space been under Korvosa, Hakon wonders? Magic was almost certainly involved in its construction, powerful magic, but how long ago?

    Hakon stays at the Lair.
    Free exploration:

    Lair Card 1: Klar:

    CotCT
    Armor 0
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Melee 5: 1d10 + 2 ⇒ (7) + 2 = 9 -> Pass.
    Acquired.

    When he gets close, Hakon observes that the structure isn't quite stone, at least not as he's familiar with. The poor lighting hid its details, but the structure's surface is smooth, like some kind of gray-black glass. It's most certainly inhabited by... something, but the sounds of creaking and scuffling aren't enough for Hakon to predict what he may come across.

    He does spy some kind of worn wooden doorway into the structure, miraculously unlocked. Lighting a torch and entering the otherwise pitch-black room, Hakon sees what may have been the remainder of some guardhouse or small armory. Most of the weapons and tools are rusted or broken - again, Hakon wonders how old this structure is - but there's a shield that has managed to survive in good quality against all odds.

    Hakon discards Fencer to explore his location, adding 1d4 and the Finesse and Swashbuckling traits to combat checks during this exploration.

    Lair Card 2: Brawl:

    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    BA: No other local character! Splitting up has paid off.
    Hakon buries Klar to his character power to add his Diplomacy to his Strength check.
    Melee 7 (Hakon): 1d10 + 2 + 1d8 + 3 ⇒ (7) + 2 + (2) + 3 = 14 -> Pass.
    Defeated.

    As Hakon picks up the shield, a shriek emerges from the shadows and a cultist bearing the distinctive cloth and marks of Urgathoa - bearing a face marred by pox-scars - lunges at the Skald with a cruel ritual dagger drawn. Hakon swings his arm, driving the shield between the cultist and him. The shield takes the brunt of the stab, but the cultist's weight continues to bear on, their shoulder falling on the old shield and snapping it in two.

    But, off-balance as they are, Hakon swings his free arm at their temple as they make a clumsy attempt to grapple him, and knocks them out cold.

    Hakon discards The Tangled Briar (Harrow) to explore again.
    Harrow: Hakon randomly heals an ally (Fencer).

    Lair Card 3: Giantbane Greataxe:

    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Hm. I had to think about this. It's a solid weapon for me, and acquiring more boons helps off-set the card-hungry nature of Withering and/or fuels my character power - but most support available would also require burying cards, or could be used for better things. It's not a Weapon 2, either, and it doesn't seem worth rolling the dice on burying my Chicken Sabre to my power for the chance of a minor upgrade. 10% odds it is.
    Melee 12: 1d10 + 2 ⇒ (1) + 2 = 3 -> Fail.
    Banished.

    Setting the cultist down for now - noting that they're still breathing, at least - Hakon takes one last glance at the old armory and, seeing nothing, exits through an open doorway deeper into the structure.

    Hakon discards Explorer's Pith Helmet to explore again.

    Lair Card 4: Ghoul Bat:

    CotCT
    Monster 2
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
    BA: The Hour of Pharasma's Knowing adds 1d6. The Adventure Rules add 1d4.
    BA: Constitution 8: 1d8 + 1d6 + 1d4 ⇒ (6) + (1) + (1) = 8 -> Pass.
    Combat: Hakon reveals reveals Double Chicken Sabre +1 to use Melee 1d8+1. 1d8 "1s" are treated as 3.
    The Hour adds 1d6 again - lucky me!

    Combat/Melee 12 (Hour): 1d10 + 2 + 1d8 + 1 + 1d6 ⇒ (6) + 2 + (5) + 1 + (3) = 17 -> Pass.
    Defeated.

    A strange, loud fluttering draws Hakon's attention upwards, and he raises his torch just in time to see the horrid, sunken visage of an enormous, mostly-skeletal bat descending upon him, its empty eye sockets reflecting the wispy flamelight. Pharasma must have been with Hakon that day, because his spin, by chance, drove the torch right into the path of the creature's deadly-looking talons, and its flight pattern drives it into the torch, battering it from Hakon's hand, rather than through Hakon's skull. Cinders fly out, settling along the creature's bony frame as it lurches ungainly through the air and helping Hakon see its outline, enough for him to draw and lash out with his hooked sabres to catch a corner of its rib-bone and drag it downwards and into the ground. A final executioner's sweep with his second sabre decapitates the awful thing, which mercifully stops moving.

    That's as far as I'm willing to push my luck. Hakon ends his turn.
    Withering: Hakon randomly buries The Tangled Briar (Harrow) from his discards.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Double Chicken Saber +1, Blessing of Kofusachi, Divine Insight (Core), Lamashtu's Madness, Bodyguard,

    Displayed:
    Deck: 11 Discard: 1 Buried: 3
    Hero Points: 2
    NOTES:
    Available Support: Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Blessing of Kofusachi (Unhallowed) - Bury to bless a check, Discard if hour has a Constitution CtA. Only use in an emergency.
    Lamashtu's Madness (Unhallowed) - Bury to bless a check against a monster twice
    Bodyguard - Recharge to reduce damage to a local character by 3
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you choose otherwise.
    Other: If the Hour has a Constitution CtA, Hakon will recharge Blessing of Kofusachi just before the end of the turn to search and draw Shining Wayfinder from his deck.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shining Wayfinder, Chain Mail (Core), Glorious Warhammer, Good Omen (Core), Blessing of Wadjet, Fencer, Priest of Pharasma, Cure (Core), Sacred Candle (2), Commune (Core), Gray Maiden Plate
    Recharged:
    Discard Pile: Explorer's Pith Helmet,
    Buried Pile: Sacred Candle, Klar, The Tangled Briar (Harrow),

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Random Card(s) Used: Spell 1-3, Blessing 1

    Hakon - Lair 5-10 remain
    Zova - Shrine 5-10 remain
    Zadim - Oubliette 2-10 remain
    Pits 1-10 remain
    Varian - Cell 1-10 remain


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Strategy Considerations:
    With this scenario burying cards from discards, discouraging use of blessings and throwing lots more damage at us - I'm going to use my Dragon's Demand AP reward for Chain Mail, rather than Incitation as I usually do.
    ===================================
    LOOT (Dragon's Demand AP Reward): Kusarigama (Weapon) -> Chain Mail (Core) (Armor)
    Hakon starts at the Lair.

    Hakon draws his starting hand, then adds his Harrow to it.

    "

    Hakon wrote:

    Hand: Sacred Candle, Divine Insight (Core), Fencer, Explorer's Pith Helmet, Double Chicken Saber +1, The Tangled Briar (Harrow),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Commune (Core), Cure (Core), Priest of Pharasma, Blessing of Wadjet, Chain Mail (Core), Bodyguard, Sacred Candle (2), Shining Wayfinder, Glorious Warhammer, Blessing of Kofusachi, Gray Maiden Plate, Good Omen (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    "

    OFF-TURN ACTIONS:
    Before Varian ends his turn, Hakon buries Sacred Candle to draw Lamashtu's Madness. A blessing 2 is nothing to sneeze at!

    Hakon wrote:

    Hand: Lamashtu's Madness, Divine Insight (Core), Fencer, Explorer's Pith Helmet, Double Chicken Saber +1, The Tangled Briar (Harrow),

    Displayed:
    Deck: 12 Discard: 0 Buried: 1
    Hero Points: 2

    My actual turn will most likely have to be posted another day, unfortunately.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Curse-3 - Hakon Rewards

    Scenario Reward: Hakon checks off his Supporter Feat for Keppira D'Bear.

    Tier Progression: (2.3) Hakon gains a Hero Point.
    Hakon expends the Hero Point on a Card Feat, and checks off...
    SPELL 3 [X] 4

    Hakon still has 2 remaining Hero Points.

    Deck Upgrades: Hakon's preferences are as follows...

  • Ally 2: Replace Fencer with Shy Ratani (Ultimate Equipment). Ally 2: 1d1000 ⇒ 582
  • Weapon 2: Replace Kusarigama with Deconstructor (Ultimate Equipment). Weapon 2: 1d1000 ⇒ 855
  • Spell 1: Fill empty spell slot with Commune (Core) (Divine AP). Spell 1: 1d1000 ⇒ 8

    If necessary, Hakon replaces the following Empty Card Slots...

  • Empty Spell Slot with Detect Evil (Core) (Divine AP, # 0).


  • Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Breaking from his stupor, Hakon reunites with Zova after her encounter with Rolth. He's grateful that his friends are safe, but there's a sad tale here that he's hardly blind to.

    Gaedren's son lies dead at their hands, like his father before him. There's some poetry to that unpleasant little story, one unsure if Hakon ever will wish to tell.

    Hakon starts his turn.
    Hour Power: At the start of your turn, summon and encounter an ally.

    From The Marriage hour power: Hakon summons and encounters...

    Burglar:

    CotCT
    Ally 0
    Traits:
    Human
    Trigger
    To Acquire:
    Dexterity
    Stealth 7
    OR Charisma
    Diplomacy 6
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.
    Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.
    Diplomacy 6 (Blessing of Wadjet): 1d8 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9 -> Pass.
    Acquired.

    Varian, Radovan and Zadim scout ahead whilst Zova and Hakon secure the office of any further evidence. It seems that harrower was hardly the only abductee in the place - some poor street child with wild eyes had somehow folded themselves into the cabinet underneath a desk. They lash out at Hakon when he opens it to look for clues and come tumbling out in the process.

    Hakon strips off his plague mask, tossing it aside as he subdues the struggling youth, convincing them that he's not among the 'doctors' here but with the guard. The distinction doesn't seem to bring the child much comfort, but the child at least nods when Hakon explains to him that they are safe now and he'll be getting them out of this place soon. The child doesn't otherwise talk or help, but Hakon takes some relief in noting a lack of physical injuries on the child beyond their concerning lack of weight - had they snuck in here on purpose?

    Hakon buries Cressida Kroft to draw an Attack spell.

    Harrowstrike:

    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Force
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Display. While displayed:
    * For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    * At the end of your turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

    The fainted Harrower comes to with a start as Hakon shakes his shoulder, lifting him a bit to prepare him to move.

    "Gracious, is he gone? Oh Gods, that's him, isn't it? He's dead? Dreadful, oh Gods-" He panics, before fainting again. Hakon sighs, letting him slump to the floor for now.

    Hakon buries Sacred Candle to draw The Marriage.
    The hour power is now "At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.".

    Hakon moves to the Office.
    Free exploration:

    Office Card 3: Giant Slug:

    Core
    Ally 1
    Traits:
    Acid
    Animal
    To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    In the hunt for an Ally 2; I ask that Zova discard The Midwife to replace this ally with a new random ally and bless my checks against it.
    Dog:

    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.
    Oh well.
    Wisdom 3 (Blessed): 2d4 ⇒ (3, 4) = 7 -> Pass.
    Acquired.

    A small whine catches Hakon off-guard, and he spins around to see Zova holding a small, young dog in her arms. Hakon sees a tight steel collar on it, wearing at its fur and with the remnants of some kind of broken chain hanging from it - Zova had clearly rescued a test-subject of the four-legged kind.

    As Zova calms the pup and holds it still, Hakon grasps at the padlock holding the collar closed, getting a solid grip on the rusted old thing and physically tearing the lock open. They spring the collar off of the dog as the pup eagerly licks at both of their faces and hands.

    Zadim recharges Armor of Insults to examine the final card of the Office...

    Office Card 4: Warhammer:

    Core
    Weapon 0
    Traits:
    Hammer
    Melee
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Hakon discards Dog to explore.
    Melee 6: 1d10 + 2 ⇒ (8) + 2 = 10 -> Pass.
    Acquired.

    Location Empty: Hakon attempts to close the Office.
    Varian recharges Korvosan Dandy to add 1d6.

    Diplomacy 7 (Korvosan Dandy): 1d8 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13 -> Pass; Office closed!

    When the remainder of the party returns to the office, the group plans how to get the freed subjects, prisoners and stowaways to a safe place before they explore the strange hospice depths from the elevator.

    We win!

    Hakon wrote:

    Hand: Flaming Mace, The Marriage, Blessing of Wadjet, Bodyguard, Harrowstrike, Warhammer,

    Displayed: Magic Leather Armor, Vencarlo Orisini, Studded Leather Armor, Thousand Bones, Trinia Sabor,
    Deck: 7 Discard: 4 Buried: 7
    Hero Points: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Kofusachi, Divine Insight (Core), Shining Wayfinder, Burglar, The Teamster (Harrow), Gray Maiden Plate, Priest of Pharasma
    Recharged:
    Discard Pile: Compass, Sacred Candle, Cure (Core), Dog,
    Buried Pile: Kusarigama, Fencer, Incitation, Glorious Warhammer, Double Chicken Saber +1, Sacred Candle (2), Cressida Kroft,

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    From Zova: Hakon is healed for 1: (Blessing of Wadjet). Deck shuffled.
    On Zova's turn, per my notes: Hakon sends Cure to Recovery to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards.
    Hakon is healed for 2: (Shining Wayfinder, Studded Leather Armor). Deck shuffled.
    Hakon recharges Blessing of Kofusachi (the hour has a Constitution CtA) to search his deck for Shining Wayfinder, drawing it.

    ========================
    Hakon starts his turn.
    Hour Power: On your blessed check, you may reroll any dice showing 1.

    Hakon gives Good Omen (Core) to Varian.

    Hakon observes the physician's suit offered by Varian. He defers to the wizard's wisdom and dons it, quietly grateful for the concealment it provides for his furrowed brow and how easy it makes concealing his clenched fingers amidst the loose robes.

    "I'll secure the evidence found here, and try to... move the Doctor." Hakon excuses himself as the rest continue the investigation. He remains in the storeroom, trying to right the shelves, to bring the body out of sight and to spill some strange alchemical mixtures he found to hide the smell of blood with the stench of some reagent resembling embalming fluid.

    As he works to ensure that their intrusion isn't discovered too early, his unsettled mind repeats his past encounters.

    Hakon moves to the Base.
    Free exploration: Hakon looks at the top 3 cards of the Base and draws...

    Vencarlo Orisini:

    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.

    The remaining cohorts are returned in the same order.

    Base: Hakon draws Blessing of Wadjet.

    The noble swordsman's defense of the painter, Trinia, over the Queen's own judgement.

    Hakon discards Priest of Pharasma to explore again. Hakon looks at the top 3 cards of the Base and draws...

    Cressida Kroft:

    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.

    The remaining cohorts are returned in the same order.

    Base: Hakon heals 1 card (Priest of Pharasma).

    The Field-Marshal herself, complicit in the... treason.

    Hakon discards Blessing of Wadjet to examine the top card of his location, then explores. Hakon looks at the top 3 cards of the Base and draws...

    Thousand Bones:

    CotCT
    Supporter 1
    Traits:
    Human
    Shaman
    Display. While displayed:
    * You may bury to heal a character 1d4+1 cards.
    * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.

    The remaining cohorts are returned in the same order.

    Base: Hakon heals 1 card (Blessing of Wadjet).

    The Shoanti elder, Thousand Bones, representatives of a people gravely wronged by Korvosa once before. A shameful history.

    Hakon discards Shining Wayfinder to examine the top card of his location, chooses not to shuffle, then explores. Hakon looks at the top 3 cards of the Base and draws...

    Trinia Sabor:

    CotCT
    Supporter 1
    Traits:
    Bard
    Human
    Veteran
    Display. While displayed:
    * On any non-combat check, you may bury to add 1d4+#.
    * ? You may bury to heal a character a card and/or remove a scourge from them.

    Base: Hakon heals 1 card (Shining Wayfinder).

    The wrongfully accused artist, saved by the folk hero Blackjack.

    Blackjack, it appears, is more beloved than the current monarch to the people of Korvosa. And with what is happening under her watch in this disgusting place, it seems the people's faith is better directed towards that masked vigilante than the Queen. If only Blackjack could see what was happening in these "places of healing". If only he could be everywhere at once, perhaps he could affect the change the city is crying out for.

    Blackjack's story, Hakon realizes, is the story he came to seek.

    Hakon displays Vencarlo Orisini, Cressida Kroft, Thousand Bones and Trinia Sabor.

    Hakon ends his turn.
    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge his Cure spell, and so it is discarded.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Flaming Mace, Blessing of Wadjet, Studded Leather Armor, Bodyguard, Sacred Candle (2),

    Displayed: Magic Leather Armor, Vencarlo Orisini, Cressida Kroft, Thousand Bones, Trinia Sabor,
    Deck: 6 Discard: 3 Buried: 5
    Hero Points: 2
    NOTES:
    Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD2 boon
    Sacred Candle - Bury to draw the hour outside of an encounter (use to avoid a nasty hour power, or draw a powerful blessing)
    Vencarlo Orisini - Bury to add +1d6 after a combat roll
    Trinia Sabor - Bury to add 1d4+2 to any non-combat check
    Thousand Bones - Bury to heal any character 1d4+1 cards
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: If anyone may conduct an exploration that could end the game, Hakon will bury Cressida to draw a new boon of the party's choice.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gray Maiden Plate, The Teamster (Harrow), Blessing of Kofusachi, Shining Wayfinder, Priest of Pharasma, Divine Insight (Core)
    Recharged:
    Discard Pile: Compass, Sacred Candle, Cure (Core),
    Buried Pile: Kusarigama, Fencer, Incitation, Glorious Warhammer, Double Chicken Saber +1,

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Notes for Varian: Recharge Handy Haversack, Given Good Omen
    Random Card(s) Used: Ally: Korvoson Dandy, Monster: Dire Badger

    Hakon - Base 2,5,7 remain // All cards known (by process of elimination)

    Hospice 1-11 remain // 1 = Sleep

    Zova, Varian, Zadim - Office 4-7 remain


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Hakon encounters Doctor Davaulus.

    Unfortunately, the encounter with the harpy drew the attention of others beside his allies. A well-dressed Chelaxian bursts into the room - Doctor Davaulus, the head of Korvosa's fight against the blood veil, whom Hakon had the pleasure of meeting in passing some weeks ago. He had never seen the man so much as raise his voice before now, though.

    "What on Golarion are you doing tearing up the storeroom!?" Shouts the good Doctor, his face briefly twisted with rage before he notices the uniforms of the five inside. His expression all-too-quickly changes to a thin smile, his rage dissipating like an extinguished candle as his eyes briefly flick to the corpse of the harpy at Hakon's feet.

    "Guards? Why I... wasn't informed we had visitors. I'd be happy yo help with your questions, but for quarantine reasons you'll need to be signed into the building so if you'll follow me..." The Doctor turns back to the door only to find Radovan standing in front of it, having closed it behind Davaulus. Another hint of anger crosses the Doctor's face, quickly evaporating.

    "I'm afraid I must insist, guardsmen. It's not safe for you to be in here - we're conducting critical but dangerous work here. Authorized by the queen itself, I might add-"

    "Of course, Doctor." Varian steps in, matching the smile and demeanor of the Doctor, "But first, we have questions about a musician who came here under your care. Ruan?"

    The Doctor's smile seems all too genuine.

    "Oh! The Varisian? My cures worked wonders on him, and he was given a clean bill of health just yesterday. If he's not at his house, then perhaps-"

    "Nobody's left this hospice in days." Zova asserts, as more of the group step into position to half-circle Davaulus. He clears his throat, silent for a moment before narrowing his eyes on her.

    "You must be mistaken. If anything untoward has happened to him in the streets, that would appear to be a failing on your behalf. Now I must insist we properly sign you in and I must return to my work post-haste. Must I inform you that interfering with my research, as it is commissioned by the Queen, could be seen as high treason?" Davaulus has yet to drop his smile, but his threats bely the growing venom in his speech.

    Hakon braces himself in mind and spirit for this interrogation as he steps to complete the full-circle around Davaulus the group has formed.

    "Doctor. How many people do you treat a day? Give me an estimate for how many are released from your care, daily?" Zadim flatly asks.

    Davaulus' smile disappears.

    "This plague takes a heavy toll. But that is the nature of disease - it prunes the weak and strengthens the strong. You appear to be on some misguided, foolish crusade, thinking some sword or spell can save this city but it can't. Only the work I do here will bring true strength to Korvosa."

    Zadim grips his weapon tightly, sharing a glance with Hakon. Hakon gets the message - there's only so much time before a Gray Maiden returns. Hakon grips the mace he'd picked up, and pushes the question.

    "Answer the question. How many do you treat? And why are there guard uniforms in this storeroom? Answer the questions, Doctor."

    The Doctor sneers, making an arcane gesture and beginning to vocalize a spell. Zova charges, but Davaulus disappears before them and she stumbles. Hakon curses and looks over his shoulder - did the doctor teleport?

    Varian passes the first check to defeat.

    Varian closes his eyes for a moment, concentrating.

    "Guards up, everyone. Radovan, mind the door. He's still in this room - that was an invisibility spell."

    Hakon reaches out his weapon, swinging cautiously back and forth, pushing the concerns evoked by the Doctor's words about the Queen from his head. Varian incants some kind of dispelling magic just as one of the shelves of miscellaneous items suddenly tilts and falls onto Zova and Zadim. Both react in time, catching it with their hands with a grunt as they're pinned in place trying to steady the whole thing.

    Radovan rushes to support them as Hakon races behind the shelving, facing up against Davaulus as he tries to tip the shelves further over Hakon's pinned allies. Davaulus steps back and draws a wicked-looking saber. Hakon's question dies on his lips as Davaulus charges with an unexpected speed.

    Harrow of Books difficulty increase: 1d6 ⇒ 1
    Doctor Davaulus difficulty increase (Human): 1d8 ⇒ 4
    Combat: Hakon reveals Flaming Mace to use Melee +1d8+1d4.
    Hakon buries Double Chicken Saber +1 to his character power to add his Diplomacy to his Strength check.
    Combat/Melee 13 (Hakon, Barracks): 1d10 + 2 + 1d8 + 1d4 + 1d8 + 3 + 1d4 ⇒ (1) + 2 + (6) + (2) + (1) + 3 + (1) = 16 -> Those are some fairly low rolls - I'm glad I played it safe. Pass.
    Harrow of Hammers: Hakon discards Sacred Candle from his deck.

    Defeated.

    Hakon barely parries the first blow with his mace, but lashes out with his free hand to punch Davaulus in the jaw. The doctor reels, and starts to incant another spell. The mace in Hakon's hand alights with magical flame, and Hakon swings it into the doctor's ribs. Distracted with his spell, Davaulus is too slow to respond and crumples over Hakon's weapon.

    Closing Henchman defeated: Hakon attempts to close the Barracks.
    Combat: Hakon reveals Flaming Mace to use Melee +1d8+1d4.
    Zova recharges Blessing of the Green Faith to bless.
    Combat/Melee 14 (Blessed, Barracks): 2d10 + 2 + 1d8 + 1d4 + 1d4 ⇒ (3, 9) + 2 + (3) + (4) + (4) = 25 -> Pass; Barracks closed!
    Barracks: Each local character heals an Attack, Melee, or Ranged boon. Hakon has none to heal.

    Hakon moves to the Blood Pool or, in the alternate, anywhere Zova requests so that I may continue to offer local support.

    Hakon displays Magic Leather Armor.

    Hakon helps lift the shelving unit off of Zadim and Zova before checking back on Davaulus. Dead.

    "No 'doctor' I know uses a saber like that." Zadim notes, kicking the serrated blade along the floor, "That's a tool of assassins. The Red Mantis."

    Hakon frowns. How could that be?

    All the more reason to investigate what goes on in this hospice. Any concerns arising from the fact that he just killed Korvosa's leading expert on the blood veil can wait until they find the truth of what goes on in this accursed place.

    Hakon ends his turn.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Flaming Mace, Blessing of Kofusachi, Cure (Core), Good Omen (Core), Priest of Pharasma,

    Displayed: Magic Leather Armor,
    Deck: 5 Discard: 5 Buried: 5
    Hero Points: 2
    NOTES:
    Available Support: Cure - Recovery (Discard) to heal a local character 1d4+1 cards
    Priest of Pharasma - Bury to heal a local character 1d4+1 cards
    Good Omen - Discard to add 1d6+2 to a check to acquire or close
    Blessing of Kofusachi - Discard to bless a check, Recharge if hour has a Constitution CtA. Use sparingly unless it would recharge.
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: If an hour has a Constitution check to acquire, then at the end of that player's turn Hakon will Cure himself and - if Shining Wayfinder is healed - recharge Blessing of Kofusachi to search and draw Shining Wayfinder from his deck.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gray Maiden Plate, Divine Insight (Core), The Teamster (Harrow), Sacred Candle (2), Bodyguard
    Recharged:
    Discard Pile: Compass, Shining Wayfinder, Studded Leather Armor, Blessing of Wadjet, Sacred Candle,
    Buried Pile: Kusarigama, Fencer, Incitation, Glorious Warhammer, Double Chicken Saber +1,

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Notes for Zova: Recharged Blessing of Green Faith, may heal an Attack/Melee/Ranged Boon, move on Barracks closure
    Notes for Zadim: Recharged Shuriken +1, may heal an Attack/Melee/Ranged Boon, move on Barracks closure
    Notes for Varian: Given Enervation, may heal an Attack/Melee/Ranged Boon, move on Barracks closure
    Random Card(s) Used: Ally: Korvoson Dandy

    Base 1-7 remain
    Barracks BANISHED 4-10 remain // SHUFFLED (Card 8 currently being encountered)
    Hospice 1-11 remain // 1 = Sleep
    Hakon - Blood Pool 1-11 remain // 1 = Desna's Freedom
    Office 2-7 remain // 2 = Biting Tigers


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Proxying: Zadim chooses to fail the BA check and moves to the Barracks.

    Continuing Turn.

    Zellara the Harrower wrote:

    ...Zellara sets out the spread and continues speaking. "Looking to the past, I see many images of the Skald Hakon. Anguish and grief. Anger and hatred. And an image of another Skald on his deathbed, a sibling perhaps? The Teamster tells of an unrelenting force, always driving one to move forward." She locks her gaze with Hakon before continuing. "These images shift to look like others, curses of betrayal escaping with their final breaths. Your image shifts to the family they leave behind, similarly in grief. While you quest for vengeance may have ended with Lamm, there are others in this world who lack your determination, your strength, and your refusal to give up. While the half orc in this card is under constant toil from an uncaring taskmaster, he knows that the work he performs is for his betterment and the betterment of others. Be that champion and try to right the wrongs happening in this hospice, even though it is not a burden you ought to have borne."

    Zellara then flips over the central column, revealing The Big Sky, The Hidden Truth, and The Theater. Her gaze fixates on the latter of these as she pauses for a moment. Shaking her ghostly head solemnly, she begins. "A theater is normally a happy place, where one goes for entertainment and to forget the worries of the world. However, a dark, more twisted play is being put on at this Hospice. I see a young doctor with a brown coat, but he is not caring for his patients. Instead, he brings them deeper, whether alive or dead at the time, although to where I cannot see due to something blocking any further visions. Beware this 'Doctor' Davaulus, for he answers not to his patients or the wellbeing of Korvosa, but to an altogether darker master....

    Zellara's words continue to weigh on Hakon during their stakeout of the Hospice. He remains silent and distant from the remainder of the party, alternating between keeping an alert watch and turning The Teamster card back and forth in restless hands whenever his shift is over.

    What occurs behind the closed doors of the Hospice? What darkness has Zellara seen? How could any such darkness exist under the watchful eye of the most trusted of the Crown - the Gray Maidens themselves? Has corruption taken hold of echelons so high in Korvosa? How could the Queen allow it, or fail to know of it?

    Hakon tests the edges of the card in his bare fingers, closing his eyes, replaying events in his mind. The end of his brother's murderer at the jaws of their own alligator. The Queen appointing the four of them to the guard. Trinia's would-be execution, and Blackjack's involvement. Vencarlo's involvement. Cressida's own involvement. His involvement.

    Blackjack wrote:
    "Yes indeed! Let us usher in justice for Korvosa! Down with the queen!"

    He aches. His loyalties strained, his uniform uncomfortable. Korvosa was suffering and he had been powerless to heal the city that had offered the promise of new inspirations.

    The Hospice, he hopes, will be his doubts may be laid to rest one way or another.

    ...

    Inside, Hakon's unease only grows at the increasing signs of foul, ignoble experimentation. The Skald already was averse to centers of alchemy and peddlers of medicine, but this was shaping up to be something far more sinister. He keeps his weapons close and his head down as they try to avoid attention now that they're inside.

    Zadim - Maelwys wrote:
    "There might be something useful hidden beyond that space, but those tigers look fierce. I should be able to sneak past them, but the rest of you should clear out first or they might come running out to attack you while I'm sneaking in. I don't want anybody to get bit."

    Hakon nods, slipping down a hallway and listening at a door further down. Nothing.

    He frowns, mentally preparing an excuse in case someone is indeed inside before he barges in, but he doesn't have any more time to consider his options when he hears approaching footsteps from around the corner. From the sounds of it, someone clad in heavy armor, so it cannot be one of his allies - most likely it's one of the Gray Maidens. Making a snap decision, opens the door and slips inside quickly, closing it behind him. Inside, he finds himself in a storage room lit by an oil lantern.

    At least, the shelves of paraphernalia seems like a storage room of a sort. But not medical supplies, for the most part, but personal items. A satchel, a necklace, lots of articles of clothing, some weapons, some armor. To the eyes of one familiar with warfare, it bears a worrying similarity to the types of items that might be scavenged off of corpses, just without the bloodstains.

    Hakon's stomach sinks, wondering what became of their owners. He's all the more concerned when he comes across a pair of leather armor emblazoned with the emblem of Korvosa's guard, along with a mace that looks like it came straight out of the Korvosan armories and a compass of a kind issued to guardsmen who need to navigate the sewers under Korvosa. The armor is well-worn. What happened to these two guards, and where are they now?

    BA: Hakon automatically fails the Wisdom 6 check (1d4 vs DC 6) and cannot play weapons or spells.

    Combat: Hakon uses his Melee skill.
    Barracks adds 1d4.
    Zadim recharges Shuriken +1 to add his Stealth skill.

    Combat/Melee 10: 1d10 + 2 + 1d4 + 1d8 + 4 ⇒ (10) + 2 + (2) + (4) + 4 = 22 -> Pass, no Harrow of Hammers effect.
    Defeated.

    Before the skald can finish asking himself if these guards had sought to investigate this place too, a screech mere feet away drives the thoughts from his head with an ear-splitting magical wail. He curses, the warhammer he tried to reach for clattering to the ground as he instead swings out a half-blind punch, his eyes somehow half-blind from the scream. His fist hits flesh and feathers, and his vision clears for a moment as he drives the thing back. A harpy!

    Hakon tries to reach for the guards' mace behind him before the harpy recovers, but she shrieks again and lunges with inhuman speed, talons outstretched. Hakon raises an arm to defend himself, but he shriek is cut short and she falls lifeless to the ground, a shuriken embedded in her temple. Zadim, Varian and Zova were all close enough to hear the noise and came running.

    Hakon clutches his pained head with a groan.

    "As ever, Zadim, your timing is impeccable. Now could someone explain to me what a harpy was doing in a storeroom?"

    Hakon discards Blessing of Wadjet to examine the top card of his location...
    Card # (8 == 10): 1d6 + 3 ⇒ (4) + 3 = 7

    Barracks Card 7: Doctor Davaulus:

    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Bard
    Human
    To Defeat:
    Wisdom
    Perception 5
    THEN Combat 9
    If you have the Human trait, the difficulty to defeat is increased by 1d8.
    If undefeated, advance the hour.

    Yet another encounter I should probably consult the party for. I may choose to simply leave the henchman on top and end my turn.
    I think this encounter is fair to take right now, though. Zova may take the first check to defeat, with some assistance (a blessing, my character power, etc), then I can take the subsequent combat check to defeat and combat check to close.
    As far as I know, however, the conditional difficulty-to-defeat does affect the check regardless of who actually takes the check to defeat, because a human did the actual encounter. There's always the option to leave the encounter for later, though.

    Turn Paused, again.

    Hakon wrote:

    Hand: Double Chicken Saber +1, Magic Leather Armor, Flaming Mace,

    Displayed:
    Deck: 10 Discard: 4 Buried: 4
    Hero Points: 2
    NOTES:
    Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD2 boon
    Bodyguard - Recharge to reduce damage to a local character by 3
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: See above for strategy options. TURN PAUSED.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sacred Candle (2), Gray Maiden Plate, Bodyguard, Blessing of Kofusachi, Good Omen (Core), Sacred Candle, Priest of Pharasma, Divine Insight (Core), Cure (Core), The Teamster (Harrow)
    Recharged:
    Discard Pile: Compass, Shining Wayfinder, Studded Leather Armor, Blessing of Wadjet,
    Buried Pile: Kusarigama, Fencer, Incitation, Glorious Warhammer,

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon moves to the office.
    Hakon receives Enervation from Varian.
    Because the hour has a Constitution check to acquire: At the end of Zadim's turn, Hakon recharges Blessing of Kofusachi to search his deck for Shining Wayfinder, drawing it.

    ========================
    Hakon starts his turn.
    Hour Power: On your check, the first item or ally played is played freely.

    Hakon gives Enervation back to Varian. I'm always happy to juggle cards like this for effectively free card draw!
    Hakon moves to the Barracks.

    Free exploration:

    Barracks Card 1 (Magic Leather Armor):
    Core
    Armor 1
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.
    Constitution 6 (Blessing of Wadjet, Harrow Suit): 1d8 + 2d4 ⇒ (5) + (3, 4) = 12 -> Pass.
    Acquired.

    Hakon discards Shining Wayfinder to examine the top card of his location...

    Barracks Card 2: Studded Leather Armor:

    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    Hakon shuffles the location, then explores with the Shining Wayfinder's power, adding 1d6 to his checks against monsters.
    Card #: 1d10 + 1 ⇒ (2) + 1 = 3
    Barracks Card 3: Compass:

    Core
    Item 0
    Traits:
    Object
    To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.
    Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.
    Wisdom 4 (Blessing of Wadjet): 1d4 + 1d4 ⇒ (2) + (4) = 6 -> Pass.
    Acquired.

    Hakon discards Compass to explore again.
    Card # (3 == 11): 1d9 + 1 ⇒ (2) + 1 = 3

    Barracks Card 11: Flaming Mace:

    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
    Nice! Hakon buries Glorious Warhammer to his character power to add his Diplomacy to his Strength check.Melee 10 (Hakon): 1d10 + 2 + 1d8 + 3 ⇒ (5) + 2 + (7) + 3 = 17 -> Pass.
    Acquired.

    Hakon discards Bodyguard to explore again.
    Card # (3 == 10): 1d8 + 1 ⇒ (1) + 1 = 2

    Barracks Card 2: Studded Leather Armor:

    CotCT
    Armor 0
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 of those cards.
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.
    Constitution 6 (Blessing of Wadjet, Harrow Suit): 1d8 + 2d4 ⇒ (1) + (2, 4) = 7 -> Pass.
    Acquired.

    Hakon reloads The Teamster and discards Studded Leather Armor to explore again.
    Harrow: Hakon heals an ally (Bodyguard).Card #: 1d7 + 3 ⇒ (5) + 3 = 8

    Barracks Card 8: Harpy:

    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    BA: All characters must make a Wisdom 6 check.

    We have a few choices here as to how to approach this, but one way or another Hakon will probably want another player's assistance.
    Hakon could probably take the Harpy on himself, but it would likely involve burying both his armor and his spare weapon to buff both his BA Wisdom check and the combat check. Fairly expensive.
    Varian could assist with Hakon's BA check if he first failed his BA check and moved here, then use his character power for support. Alternatively, he could support the combat check from afar with Enervation.
    If Zadim first failed his BA check and moved here, then Zadim could support the combat check with his character power.

    Given the variety of options, I'd prefer some discussion with the table before moving ahead with the checks. I'll add in my flavor when I complete my turn.

    Pausing Turn.

    Hakon wrote:

    Hand: Double Chicken Saber +1, Blessing of Wadjet, Magic Leather Armor, Flaming Mace,

    Displayed:
    Deck: 10 Discard: 3 Buried: 4
    Hero Points: 2
    NOTES:
    Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD2 boon
    Bodyguard - Recharge to reduce damage to a local character by 3
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: See above for strategy options. TURN PAUSED.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bodyguard, The Teamster (Harrow), Cure (Core), Blessing of Kofusachi, Sacred Candle, Priest of Pharasma, Gray Maiden Plate, Good Omen (Core), Sacred Candle (2), Divine Insight (Core)
    Recharged:
    Discard Pile: Compass, Shining Wayfinder, Studded Leather Armor,
    Buried Pile: Kusarigama, Fencer, Incitation, Glorious Warhammer,

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Thanks Mhuirich! Just making it official...

    LOOT (Dragon's Demand AP Reward): Explorer's Pith Helmet (Armor) -> Incitation (Blessing)

    Hakon starts at Zova's location.

    Hakon draws his starting hand, then adds his Harrow to it.

    Impoverished: Hakon draws 3 cards, then buries Kusarigama, Fencer, Incitation.

    Hakon wrote:

    Hand: Double Chicken Saber +1, Blessing of Kofusachi, Blessing of Wadjet, The Teamster (Harrow), Glorious Warhammer, Bodyguard,

    Displayed:
    Deck: 8 Discard: 0 Buried: 3
    Hero Points: 2
    NOTES:
    Available Support: Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD2 boon
    Bodyguard - Recharge to reduce damage to a local character by 3
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: If any hour has a constitution check to acquire; Hakon will recharge Blessing of Kofusachi to search and draw Shining Wayfinder from his deck at the end of that turn.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure (Core), Sacred Candle (2), Divine Insight (Core), Gray Maiden Plate, Shining Wayfinder, Priest of Pharasma, Sacred Candle, Good Omen (Core)
    Recharged:
    Discard Pile:
    Buried Pile: Kusarigama, Fencer, Incitation,

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Curse-2B - Hakon Rewards

    Scenario Reward: Hakon rallies Keppira D’Bear.

    Tier Progression: (2.2) Hakon gains a Hero Point.
    Hakon expends the Hero Point on a Skill Feat, and checks off...
    Charisma d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4

    Hakon still has 2 remaining Hero Points.

    Deck Upgrades: Hakon's preferences are as follows...

  • Weapon 2: Replace Kusarigama with Deconstructor (Ultimate Equipment). Weapon 2: 1d1000 ⇒ 320
  • Ally 1: Replace Quartermaster with Priest of Pharasma (Divine AP). Ally 1: 1d1000 ⇒ 298

    I'll pass on the Spell 2 - though it's a desired deck upgrade, my inability to recharge spells makes the upgrade far less valuable than it would be for Varian.

    Additionally, I do have an interest in Ausio Carowyn, and I currently have somewhat sub-standard allies I'd happily change for him (unless we have a particularly combat-centric scenario).


  • Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Flavor:
    That laugh - that was the elf! Wasting no time, Hakon charges outside and towards the shack where the laughter emanated, Zadim not far behind. If we're quick, Hakon hopes, we can capture her this time to find out what she knows.

    Hakon tries to open the shack door, and it doesn't budge; nor does it feel like a physical lock. The laughter behind the door devolves into eclectic giggles as Hakon roars and jams one of his sabers into the crack at the door, having to force it against some invisible force resisting him. The hairs at the back of his neck stand on end as a near-imperceptible hum fills his head, but he jams his magic blade deeper into the crack and something breaks in the warding spell with an audible noise somewhere between a rush of air and the shattering of pottery.

    The magic dispelled, Hakon lets go of the blade and simply bashes through the weak shack door with his shoulder - the old wood falling apart as he finds himself inside, face-to-face with that elf woman from the manor, an amused smirk alighting her face. Or at least he would be face-to-face with her, if not for her zombie bodyguards blocking his path. The skald grunts, drawing the first weapon that comes to hand - the strange knife that he had found - but even as he prepares to slice down these zombies he sees the elf uncork another invisibility potion to prepare for a new escape.

    Until the bottle shatters in her hand,

    She shrieks, fear entering her eyes for the first time as Zadim's flung shuriken ricochets off the now-destroyed bottle a split second before he enters the fray - a rapier in one hand and a knife in the other - and kicks one of the zombies back as he hacks at the other. With the slayer cutting a path for him, Hakon surges forward again, meaning to grab the elf as she reaches for a wicked-looking wand.

    "Surrender! We have you s-" He starts as he reaches for her arm, but she draws the wand first and shrieks hatefully as a jet of energy erupts wildly, barely missing him as he steps to the side. She draws a dagger, lunging, and the skald reacts on instinct with a wide slash to take advantage of his greater size and reach. She stumbles to the ground with a horrible noise, her dagger clattering to the floor, clutching at her bleeding throat.

    Hakon curses as Zadim finishes dispatching the zombies, trying to summon a healing spell as he kneels over her rapidly-bleeding form.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Hakon starts his turn.
    Hour Power: When you encounter a monster from a location, before acting, another local character summons and encounters it.

    Start of Turn: Hakon discards The Teamster (Harrow) (Blessing) to draw Blessing of Kofusachi from his discards with his character power.

    Hakon buries Sacred Candle to draw The Beating.
    The hour power is now "Your Ranged check is blessed.".

    Hakon stays at the Abandoned Shacks.
    Harrow of Keys: Hakon buries Quartermaster from his discards.

    Free exploration:

    Abandoned Shacks Card 1 (Jolistina Susperio):
    Jolistina Susperio
    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Elf
    Rogue
    To Defeat:
    Combat 14
    OR Charisma
    Diplomacy 10
    When you encounter this monster, succeed at a Wisdom, Perception, or Stealth 5 check or this monster is evaded.
    Before acting, another local character summons and encounters the story bane Plague Zombie.
    When Encountered: Hakon attempts a Wisdom 5 check.
    Hakon buries Double Chicken Saber +1 to his character power to add his Diplomacy (+1d8+2) to his check against a monster.
    Wisdom 5 (Hakon): 1d4 + 1d8 + 2 ⇒ (2) + (3) + 2 = 7 -> Pass.

    Villain step! All other characters attempt to guard.
    As per Zova's last post, she buries Cloud Puff to guard Den of Iniquity.

    Varian attempts to guard the Graveyard. Hakon offers Blessing of Kofusachi to assist (bless).
    Additionally, Before Acting: Zadim summons and encounters Plague Zombie. Hakon offers the use of his character power (burying The Beating) to assist (+1d8+2).

    If Zadim does not defeat Plague Zombie (or if Varian fails to guard); I'll have to make a new Villain combat check as my options change. I have assumed that other players have used my aforementioned blessings, as my odds are 100% even without them.

    Villain Combat:
    Combat: Hakon reveals Keen Starknife to use Melee +1d4+1. 4s are treated as 6s for this check.
    Hour: The check is ranged (due to Keen Starknife's traits), so it's blessed.
    Hakon buries Cure (Core) to his character power to add his Diplomacy (+1d8+2) to his check against a monster.
    Zadim recharges Shuriken +1 (or another weapon of his choice) to add his Stealth (1d8+3) to a local Combat check.
    Hakon freely recharges Keen Starknife to add 1d4.
    Combat/Melee 14 (Blessed (Hour), Hakon, Zadim): 2d10 + 2 + 1d4 + 1 + 1d8 + 2 + 1d8 + 3 + 1d4 ⇒ (1, 9) + 2 + (3) + 1 + (7) + 2 + (4) + 3 + (4) = 36 -> Both 4s are 6s, bringing the result to 40. Pass.
    Defeated!

    Villain (presumably) cannot escape! We win! I will post flavor separately.

    Hakon wrote:

    Hand: Blessing of Kofusachi, The Beating,

    Displayed:
    Deck: 6 Discard: 8 Buried: 7
    Hero Points: 2
    NOTES:
    Available Support: Blessing of Kofusachi - Discard to bless a check.
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bodyguard, Gray Maiden Plate, The Forge, Bound Imp
    Recharged: Fencer, Keen Starknife,
    Discard Pile: Blessing of Wadjet, Incitation, Good Omen (Core), The Teamster (Harrow), Glorious Warhammer, Divine Insight (Core), Shining Wayfinder, The Marriage,
    Buried Pile: Sacred Candle, Light Crossbow, Explorer's Pith Helmet, Sacred Candle (2), Quartermaster, Double Chicken Saber +1, Cure (Core),

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Zova heals Hakon for 5: (Bound Imp, The Forge, Blessing of Wadjet, The Teamster (Harrow), Gray Maiden Plate). Deck shuffled. Thanks!

    Suppressing a wince as the poultices take immediate but stinging effect, Hakon murmurs a 'thanks' to Zova for the treatment of his accumulated injuries. He agrees that the graveyard requires a more thorough investigation but - with the ointments still wet on his wounds and Zadim needing to resupply - elects to spend more time investigating these streets until Zadim is prepared.

    ========================
    Hakon starts his turn.
    Hour Power: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    Start of Turn: Hakon discards Glorious Warhammer (Weapon) to draw Double Chicken Sabre +1 from his discards with his character power.

    Hakon stays at the Abandoned Shacks.
    Harrow of Keys: Hakon discards Blessing of Wadjet from his deck.
    Free exploration:

    Abandoned Shacks Card 1: Keen Starknife:

    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
    We do have need of Weapon 2s, and we're making good time (such that I don't mind taking fewer explorations per turn), so I'll throw some cards at this.
    Hour Power: Hakon recharges Fencer to bless.

    Hakon buries Explorer's Pith Helmet to his character power to add his Diplomacy to his Strength check.
    Melee 12 (Blessed, Hakon): 2d10 + 2 + 1d8 + 2 ⇒ (3, 1) + 2 + (5) + 2 = 13 -> Low rolls, glad I threw two cards at it! Pass.
    Acquired.

    His arms burning from exertion, Hakon elects to prepare some lighter weapons for future combat. He sets his warhammer in the safety of a passing guard patrol for return to the armory to instead prepare his sabres for combat - alongside an exotic knife of Zadim's which must have gotten mixed up in Hakon's pack at some point.

    Hakon discards Blessing of Kofusachi to search his deck for Shining Wayfinder, drawing it.
    Hakon discards Shining Wayfinder to examine the top card of his location...

    Abandoned Shacks Card 2: Guardian Zombie:

    CotCT
    Monster 2
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.
    Hakon shuffles the location, then explores with the Shining Wayfinder's power, adding 1d6 to his checks against monsters.
    Card #: 1d8 + 1 ⇒ (8) + 1 = 9
    Abandoned Shacks Card 9: Symbol of Sleep:

    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    That'll teach me for taking the shuffle.
    Hakon sends Divine Insight to Recovery to add 2d6 to his check to defeat a barrier.

    Intelligence 8 (Divine Insight): 1d6 + 2d6 ⇒ (3) + (3, 5) = 11 -> Pass.
    Defeated.

    Making his way through the streets at Zova's side, Hakon spies an unusually well-armed zombie up ahead and signals to Zova that he'll move to flank them before they strike. Trusting in his growing knowledge of the streets, the skald ducks off into a side-alley in the hopes of circling back to the zombie, but a strange glow amidst the flagstones warns him of magic at work. He recites a sequence somewhere between poetry and prayer, and with a noise between a hum and crackle the glow amidst the stones fade under the suppressive power of his minor spell.

    Hakon ends his turn.
    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Double Chicken Saber +1, Sacred Candle (2), Cure (Core), The Teamster (Harrow), Keen Starknife,

    Displayed:
    Deck: 5 Discard: 9 Buried: 3
    Hero Points: 2
    NOTES:
    Available Support: Sacred Candle - Bury to draw the hour outside of an encounter (use to avoid a nasty hour power, or draw a powerful blessing)
    Cure - Recovery (Discard) to heal a local character 1d4+1 cards
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: At the end of Zadim's turn, if not otherwise used - Hakon will cast Cure on himself.

    If a Blessing 2 or a Shields blessing is the Hour, then Hakon will use Sacred Candle at the end of that turn (unless the current player wants to change the hour earlier in the turn).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Forge, Bodyguard, Bound Imp, Gray Maiden Plate
    Recharged: Fencer,
    Discard Pile: Blessing of Wadjet, Incitation, Quartermaster, Good Omen (Core), The Marriage, Glorious Warhammer, Blessing of Kofusachi, Divine Insight (Core), Shining Wayfinder,
    Buried Pile: Sacred Candle, Light Crossbow, Explorer's Pith Helmet,

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Zadim - Base 1,2,4-6 remain // 1-2 Known
    Graveyard 1-10 remain
    Hakon, Zova - Abandoned Shacks 2-7 (shuffled) remain // The Desert
    Varian - Den of Iniquity 1-12 remain


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Small amendment, as per Discord. When the Shop closes...

    Zadim moves to the Den.
    Hakon moves to the Abandoned Shacks.

    Notes for Zova: Recharge Blessing of Green Faith
    Notes for Zadim: Discarded Blessing of Abadar, moved to Den
    Random Card(s) Used: Ally 1

    Base 1-6 remain
    Zova - Graveyard 1-10 remain

    Varian, Hakon - Abandoned Shacks 1-10 remain // The Desert
    Zadim - Den of Iniquity 1-13 remain // Proxy B3 (Plague Zombie) SHUFFLED in


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Hakon resumes his turn.
    After Acting: Hakon suffers AA Damage (Deadly): 1d4 ⇒ 3 damage, and recharges Bodyguard to reduce the damage by 3, to 0.
    Defeated.

    Hakon tries to follow Zova as she makes her way deeper into the mass gravesite - hunting some zombie quarry she spots amidst the fields of death - but loses her in the maze of hastily constructed tombstones and hillocks of soils. He considers calling out, but thinks better of drawing any more unwanted attention to either of them.

    Unable to find her or her quarry, Hakon spots Zadim making his way towards Giotorri's Toy Shop and instead follows to regroup with the Slayer, walking in along with another nearby member of the guard to greet the pallid shopkeep as Zadim surreptitiously explores its back rooms. Unbeknownst to him, one of Korvosa's 'local' imps has taken an interest to the goings on of the Skald, and hangs upon a nearby wooden post to peer in through the cracked glass of the shopfront windows to watch Hakon's movements.

    Looking to break the ice before asking the shopkeep any further questions, Hakon buys the first thing his eyes settle on - a small fake crossbow, a wooden toy for children - and starts to query the shopkeep for any odd events in the nearby streets. The man gives curt denials as Hakon continues to probe, asking questions to see if there's any real response to any, asking if there were any bodied carted in different directions from the nearby gravesite, any strange noises or sudden-

    Hakon's questioning is cut short by a shout - Zadim's voice - and a tremendous clutter of noise from the back rooms, along with a telltale groan common amongst the undead. The shopkeep pales more than his already-fragile complexion suggested was even possible, and hides under the bench as Hakon draws his warhammer and batters down the door, finding Zadim fending off a putrid zombie with a rapier as he kicks a nearby crate into the path of another, tripping the ungainly creature. Noises from a shadowy corner suggests that there may be a third undead.

    Hakon bellows and tosses the toy crossbow at the zombie stumbling into Zadim's rapier blows, clocking it on the head hard enough to leave an audible crack as its decrepit skull partially crumples, whilst the local guardswoman engages the third zombie with shield and sword. Hakon follows suit with a charge of his own, delivering blow after blow with his warhammer into the wounded zombie and freeing Zadim to turn and finish off the Zombie clumsily scraping over the crate shoved in its path. Between hammer, rapier and sword, the three finish off their respective undead opponents - though the local guard has suffered from a grisly bite in the battle.

    Scenario (Card Remaining: 4): 1d8 - 4 ⇒ (5) - 4 = 1 -> Success; Hakon attempts to close the Shop.
    There's no other support I can draw upon, and it looks like Zadim is due to spend a turn at the Base digging up supporters until his next hand reset, so I'm asking that Zadim discard Blessing of Abadar to bless.

    Diplomacy 7 (Blessed): 2d8 + 2 ⇒ (6, 1) + 2 = 9 -> Pass; Shop closed! Talk about teamwork - I think Zadim contributed far more to the success of my turn than Hakon did!

    Stowing his weapon, Hakon provides what treatment he can to the guard's wounds as the three of them make their way back out to the front of the store. Hakon bangs his fist on the desk to summon the hiding shopkeep back to his feet, and proceeds to demand answers with increasing ferocity at the petrified man. The shopkeep babbles about illegal corpse dumping in the nearby streets, and that some kind of overdressed elven woman had come by and ransacked his back rooms for something; then threatening him to not say anything about it.

    If the plague wasn't the direct cause of the undead, perhaps this elf might be if she has indeed left zombies in her wake.

    Closing (Scenario): One Henchman Proxy B3 / Plague Zombie is shuffled into 1d3 ⇒ 3 the Den Of Iniquity.
    Closing (Shop): Hakon elects not to shuffle any remaining boons into other locations (there's an Item 1 and an Armor 0, neither useful in the scenario).

    The Shop is banished.
    Hakon moves to the Den Of Iniquity, so I can guard it if we end up encountering the villain (plus, it's the location I would least want to explore and thus the best place to sit with the Harrow of Keys wildcard out).
    Zadim moves to the Graveyard, where he seems most likely to provide combat support. (Overrule this if Maelwys elects otherwise.)

    Hakon ends his turn.
    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge Bound Imp, and so it is discarded.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Glorious Warhammer, Divine Insight (Core), Blessing of Kofusachi, Fencer, Explorer's Pith Helmet,

    Displayed:
    Deck: 4 Discard: 10 Buried: 2
    Hero Points: 2
    NOTES:
    Available Support: Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Blessing of Kofusachi - Discard to bless, recharge if the hour includes a Constitution check to acquire
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check (in an emergency - I've nothing good to bury). Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: At the end of any turn under an hour with a Constitution check to acquire, Hakon will recharge Blessing of Kofusachi to search and draw Shining Wayfinder from his deck.

    Incidentally, my deck size is starting to get a bit small and I haven't drawn my Cure yet; a little concerning.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sacred Candle (2), Cure (Core), Shining Wayfinder
    Recharged: Bodyguard,
    Discard Pile: Double Chicken Saber +1, Incitation, Gray Maiden Plate, Quartermaster, The Teamster (Harrow), Good Omen (Core), The Forge, The Marriage, Blessing of Wadjet, Bound Imp,
    Buried Pile: Sacred Candle, Light Crossbow,

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Notes for Zova: Recharge Blessing of Green Faith
    Notes for Zadim: Discarded Blessing of Abadar, moved to Graveyard
    Random Card(s) Used: Ally 1

    Base 1-6 remain
    Zadim, Zova - Graveyard 1-10 remain

    Varian - Abandoned Shacks 1-10 remain // The Desert
    Hakon - Den of Iniquity 1-13 remain // Proxy B3 (Plague Zombie) SHUFFLED in


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon sends Good Omen to Recovery.
    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge Good Omen, and so it is discarded.
    ========================
    Hakon starts his turn.
    Hour Power: At the start of your turn, summon and encounter an ally.

    Start of Turn: Hakon discards The Forge (Blessing) to draw Blessing of Wadjet from his discards with his character power.
    Start of Turn (Hour): Hakon encounters...

    Random Ally 1: Bound Imp:

    CotCT
    Ally 1
    Traits:
    Devil
    Outsider
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.
    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    Hakon freely discards The Teamster to use his Constitution die (1d8) in place of his Wisdom die.
    Harrow: Hakon randomly heals Bodyguard.
    Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.

    Wisdom 6 (The Teamster, Blessing of Wadjet): 1d8 + 1d4 ⇒ (5) + (3) = 8 -> Pass.
    Acquired.

    Hakon buries Sacred Candle to draw The Marriage.

    The Marriage:

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    The hour power is now "On your check against an Animal or Elemental card, add 1d4.".

    I'm not overly thrilled with the prospect of checking out a new location only to start another turn running headfirst into a barrier, so I'm asking that Zadim recharge Elixir of Love to examine the top card of the Shop...
    Shop Card 1: Light Crossbow

    Good enough for me! My combat abilities are looking pretty limited this turn to hope for the best at the Graveyard anyway if I don't have Zadim's support. Hakon moves to the Shop.
    Free exploration:

    Shop Card 1: Light Crossbow:

    Core
    Weapon 0
    Traits:
    Bow
    Ranged
    To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.
    Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.Dexterity 4 (Blessing of Wadjet): 1d6 + 1d4 ⇒ (1) + (3) = 4 -> Pass.
    Acquired.

    Hakon sends Bound Imp to Recovery to draw 2 cards (Divine Insight (Core), Bodyguard).

    Hakon discards The Marriage to explore again.

    Shop Card 2: Calistria's Sting:

    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    Veteran
    When this is the hour: You may avenge by discarding a card.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.
    Charisma 6 (Blessing of Wadjet): 1d8 + 1 + 1d4 ⇒ (2) + 1 + (2) = 5 -> Fail, and I won't use the location effect.
    Banished.

    Hakon discards Blessing of Wadjet to examine the top card of his location...

    Shop Card 3: Henchman Proxy A2 / Plague Zombie:

    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Disease
    Undead
    Veteran
    Zombie
    To Defeat:
    Combat 10
    THEN Combat 11+##
    Immune to Mental and Poison.
    After acting, a local character suffers 1d4-1 Combat damage.
    If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued.
    Hakon explores with the Blessing of Wadjet's power.
    Combat: Hakon reveals Glorious Warhammer to use Melee +1d8+1.
    Hakon buries Light Crossbow to his character power to add his Diplomacy (+1d8+2) to his check against a monster.
    Combat/Melee 10: 1d10 + 2 + 1d8 + 1 + 1d8 + 2 ⇒ (7) + 2 + (4) + 1 + (4) + 2 = 20 -> Pass. Since Zadim has better combat math than Hakon, I'll request that Zadim takes the second combat check.

    Turn Paused for Zadim's action, all flavour text for my turn will be in my next post.

    Hakon wrote:

    Hand: Glorious Warhammer, Divine Insight (Core), Bodyguard,

    Displayed:
    Deck: 6 Discard: 9 Buried: 2
    Hero Points: 2
    NOTES:
    Available Support: Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Bodyguard - Recharge to reduce damage to a local character by 3
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check (in an emergency - I've nothing good to bury). Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: Turn on pause.

    After Zadim's combat check, Hakon will take the after acting damage (and nullify any damage with Bodyguard).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Explorer's Pith Helmet, Sacred Candle (2), Shining Wayfinder, Blessing of Kofusachi, Fencer, Cure (Core)
    Recharged:
    Discard Pile: Double Chicken Saber +1, Incitation, Gray Maiden Plate, Quartermaster, The Teamster (Harrow), Good Omen (Core), The Forge, The Marriage, Blessing of Wadjet,
    Buried Pile: Sacred Candle, Light Crossbow,

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon was given Quartermaster and moved to the Manor when the Alley closed.
    Moved to the Abandoned Shacks when the Manor closed.

    ========================
    Hakon starts his turn.
    Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.

    Start of Turn: Hakon discards Incitation (Blessing) to draw Blessing of Wadjet from his discards with his character power.

    Hakon moves to the Graveyard.

    Varian is momentarily stumped as he puzzles over the magical rune uncovered by Zadim, considering the best methods of safe disposal or dispelling. Unable to help with a solution and generally eager to follow more leads, Hakon heads to a nearby mass gravesite in the Gray District where plague victims have been dumped, looking to see if he can confirm any connection between this outbreak of undead and the victims of the plague.

    Was that elven woman from earlier a necromancer raising corpses left in the plague's wake, or is this some new change with how the Blood Veil is affecting its victims? If its the former, then she'd surely go to a mass grave to find more corpses. If its the latter...

    Well, then he'd find out for sure at the graveyard, Hakon thinks. 'Let's hope that's not the case...'

    Free exploration:

    Graveyard Card 1: Phantasmal Apparition:

    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.
    I'm tempted to complain about starting yet another turn, and another (relatively) barrier-light location with another barrier encounter... but, hey, I have the Knowledge skill. Sort of lucky again, but I'll need support.

    Requesting that Varian discard Blessing of the Archdevils to bless.
    Knowledge 9 (Blessed): 2d8 + 2 ⇒ (3, 6) + 2 = 11 -> Pass.
    Defeated: Hakon examines the next two cards of the location...

    Graveyard Card 2: Will-o'-wisp
    Graveyard Card 3: The Forge

    On the outskirts of the grave, Hakon is struck by how... quiet it is. Shouldn't plague carters be busy around here? He sees no sign of life, no racket of horses and carts. He starts to make his way carefully to the center of the gravesite when a familiar apparition approaches.

    Zellara.

    "You seek to understand the connection between the diseases of death and undeath that plague this district." Zella speaks.

    It was not a question.

    Regardless, Hakon clutches at the card from Zellara's own Harrow deck he always keeps in his pocket - its presence seems to make Zellara's voice and form seem more real - and answers the statement. "Yes, but surely it is the opportunism of necromancers exploiting the presence of chaos and death. The plague has existed for much longer, surely they wouldn't be related?"

    Zellara does not respond, but she raises a translucent finger in one direction before dissipating into thin air. Following her guide, Hakon see's a faintly glowing wisp in the distance, hovering over... something. He somehow senses, rather than sees, something beyond the wisp's domain.

    Grimacing, the Skald raises his weapons for battle.

    Hakon discards Quartermaster to explore again.

    Graveyard Card 2: Will-o'-wisp:

    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
    Combat: Hakon reveals and additionally discards Double Chicken Sabre +1 to use Melee 1d8+1d6+1. 1d8 "1s" are treated as 3.
    Combat/Melee 13: 1d10 + 2 + 1d8 + 1d6 + 1 ⇒ (9) + 2 + (2) + (3) + 1 = 17 -> Pass.
    Harrow of Hammers: Hakon discards Bodyguard from his deck.

    Defeated.

    Hakon discards Blessing of Wadjet to examine the top card of his location...

    Graveyard Card 3: The Forge:

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hakon explores with the Blessing of Wadjet's power; adding 1 die to checks to acquire during this exploration.
    Strength 6 (Blessed): 2d10 ⇒ (9, 4) = 13 -> Pass.
    Acquired.

    The aberrant wisp of energy reacted with hostility to his presence, but was cut down like any other foe. Nearby, however, the sense from before surges with familiarity, leading Hakon's eyes and fingers to a small bit of hard paper-like material half stuck in the soft earth. Leaning down, he picks it up and turns it around... another Harrow card, The Forge.

    He frowns. He's no reader of these strange Varisian fortune-cards, but having seen their power with his own eyes he racks his brains for the significance of the card. Refining one's strength? Or was it combining different strengths to bring to bear against one foe? Is this a warning from Zellara, that he should secure the support of his allies before plunging deeper into this gravesite? Is there danger within?

    Hakon muses on the card, for a moment, before tucking it into his pocket alongside The Teamster within.

    Two blessings left in hand, along with a relatively weak weapon and one spell. Not going to risk another exploration in a location full of story banes - next turn I can switch out my hammer for my dual sabres again in case I need to handle a henchman or villain.

    Hakon ends his turn.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Glorious Warhammer, The Teamster (Harrow), Good Omen (Core), Sacred Candle, The Forge,

    Displayed:
    Deck: 7 Discard: 6 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Good Omen - Discard to add 1d6+2 to a check to acquire or close
    Sacred Candle - Bury to draw the hour outside of an encounter (use to avoid a nasty hour power, or draw a powerful blessing)
    The Forge - Discard to bless and after the roll, for each type of boon played on the check, add an additional 1.
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check (in an emergency - I've nothing good to bury). Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fencer, Shining Wayfinder, Cure (Core), Sacred Candle (2), Divine Insight (Core), Blessing of Kofusachi, Explorer's Pith Helmet
    Recharged:
    Discard Pile: Double Chicken Saber +1, Incitation, Gray Maiden Plate, Bodyguard, Quartermaster, Blessing of Wadjet,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Notes for Zova: Recharge Blessing of the Green Faith
    Notes for Varian: Discard Blessing of the Archdevils
    Random Card(s) Used: Lightning Touch Acquired

    Base 1-6 remain
    Hakon - Graveyard 4-14 remain

    Shop 1-12 remain
    Varian, Zova, Zadim - Abandoned Shacks 3-13 remain // 3: Symbol of Fear (also here: The Desert)
    Den of Iniquity 1-12 remain


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Hakon starts his turn.
    Hour Power: After discarding any number of cards as damage, draw a card.

    Hakon moves to the Alley.

    Wrinkling his nose and brow, Hakon follows Zova and the Count to Racker's Alley. Hakon's sense of smell was never quite the same after that second time he broke his nose, but even to his dulled senses the stench was a strong guide.

    With a smell like this, no wonder there are rumours of corpse-dumping in these streets.

    Free exploration:

    Alley Card 1: Guardian Door:

    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.
    I explicitly move to the location with the fewest barriers and get one instantly! Fortunately, however, it has a Diplomacy option.
    Though since I don't want to risk it being reloaded, I'm going to ask for Zadim's help.

    Zadim recharges The Joke to bless.
    Diplomacy 8 (Blessed): 2d8 + 2 ⇒ (4, 3) + 2 = 9 -> Pass.
    Defeated.

    On their approach, Hakon glances at a conspicuous door on the nearby street - one with a viewport that closed just as soon as he looked at it. Breaking rank from the others', Hakon goes to investigate, rapping his knuckles on the door. There's a scurrying noise inside, and the viewport reluctantly opens to show a bespectacled, wiry-haired man. Odd to see glasses worn by someone living in such an area...

    The man rejects any suggestion that he's seen or heard anything, and seems solely interested in having Hakon leave. The only thing that seemed to lower his guard was when Hakon provided the punchline of a common joke amongst the locals, one he'd heard from Zadim, and with a wry smile the man invites Hakon in as long as he's quiet and doesn't disturb anything.

    Hakon displays Quartermaster next to the location (Alley power) to explore again.

    Alley Card 2: Porcupine:

    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
    You know, I really feel like Lem and Hakon encounter a LOT more Wisdom/Survival allies than is likely. It's becoming a theme of both our campaigns that I play a Diplomacy-centric character and keep coming across primarily animal allies in locations.

    Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire.
    Wisdom 5 (Blessing of Wadjet): 1d4 + 1d4 ⇒ (2) + (1) = 3 -> Fail.
    Banished.

    Bafflingly, the man is either a naturalist of some description or just a collector of strange animals, as the place is full of furred creatures of various shapes and sizes; some caged, some roaming free. The place stinks in its own right, but at least the smell of wet fur and animal feed is slightly less oppressive than the stench of rot out on the streets. Given how exotic some of the creatures look, Hakon greatly doubts the legality of this man's ownership of such creatures - but the city has lists of issues to deal with before it starts checking animal ownership permits.

    Curious at a spined creature - some relative of a porcupine, the Skald thinks - Hakon reaches out with a gloved hand to feel at the quills along its back. A couple stick in his gauntlet as the creature makes a disgruntled noise and flees under a nearby table.

    Evidently it wasn't looking to make friends, Hakon rationalizes... hiding his disappointment.

    Hakon discards Blessing of Wadjet to examine the top card of his location...

    Alley Card 3: Dire Badger:

    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Hakon explores with the Blessing of Wadjet's power.
    Combat: Hakon reveals reveals Double Chicken Sabre +1 to use Melee 1d8+1. 1d8 "1s" are treated as 3.
    Combat/Melee 11: 1d10 + 2 + 1d8 + 1 ⇒ (7) + 2 + (7) + 1 = 17 -> Pass.
    Defeated: Hakon suffers Dire Badger (Deadly): 1d4 + 1 ⇒ (1) + 1 = 2 Combat damage, and displays and draws Gray Maiden Plate to reduce the damage dealt by 2, to 0.

    The naturalist(?) starts droning on about his beloved pets and bemoans the circumstances that led him to this gods-forsaken corner of plagued city and his complaints about the people at odd hours disturbing his creatures. Whilst he's sure there's valuable information in there somewhere, Hakon is instead caught up in thinking on the irony that Zova investigates the streets outside whilst he's left in a veritable - if messy - menagerie of animals. Hakon does, however, notice immediately when the naturalist goes silent and steps back, his fearful eyes trained on a very large cage at the end of the room... one with a battered, bent cage door swinging open.

    On instinct, Hakon readies his blades - just as a Dire Badger attacks with a snarl, frothing at the mouth! Hakon holds a sabre defensively as he slashes with the other, spinning his swords as he slices at the legs and belly of the creature, leaving it's startled claws to bounce off his armor and its body to fall in a bloodied heap.

    Hakon reloads The Teamster (Harrow) (and discards Gray Maiden Plate) to explore again.

    Alley Card 4: Elixir of Healing:

    Core
    Item 0
    Traits:
    Alchemical
    Liquid
    Healing
    To Acquire:
    IntelligenceCraft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.
    Intelligence 4: 1d6 ⇒ 2 -> Fail.
    Banished.

    Once they calm down from berating Hakon's damage to their valued speciment, the naturalist insists upon Hakon's help in tending to the creature's wounds and fixing its cage. Reluctantly, Hakon does so - handing them magical curatives when directed in between bending a working latch into place for the cage.

    Leaving the man with strict instructions to sedate his monster and purchase a better container for it soon, Hakon leaves the house to return to his compatriots.

    Not very good luck with boons - but it's good to have a hand size that leaves me capable of 4 explorations a turn.

    Hakon ends his turn.
    Hakon resets his hand.

    Hakon wrote:

    Hand: The Teamster (Harrow), Double Chicken Saber +1, Good Omen (Core), Incitation, Glorious Warhammer,

    Displayed: Quartermaster,
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Good Omen - Discard to add 1d6+2 to a check to acquire or close
    Incitation - Discard to bless a check, Freely if it invokes Acid/Cold/Electricity/Fire/Force
    Glorious Warhammer - Recharge to examine the top card of the location
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Kofusachi, Sacred Candle, Explorer's Pith Helmet, Fencer, Cure (Core), Shining Wayfinder, Divine Insight (Core), Sacred Candle (2), Bodyguard
    Recharged:
    Discard Pile: Blessing of Wadjet, Gray Maiden Plate,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Notes for Zadim: Recharged The Joke


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Strategy Considerations:
    This is one of the many post-Core scenario designs I love, that makes great use of the proxies. The locations becoming more and more full of these zombies (which also helps you close them) leads to a great sense of escalation.

    The fact that this scenario features a huge number of multi-check monster banes which spit out automatic combat damage also means that it's a scenario genuinely rewarding weapon-and-armor users (fighters, barbarians, etc), a role that I feel tends to underperform relative to spellcasters and so I always like seeing scenarios to buck that trend. Zadim and Hakon (especially Zadim) may shine here.

    Rough wildcards, though. Harrow of Hammers and Deadly are both relatively minor penalties, but they'll be coming up A LOT with the Plague Zombies filling this scenario.
    ===================================
    LOOT (Dragon's Demand AP Reward): Kusarigama (Weapon) -> Incitation (Blessing)

    Hakon starts at the Manor, but if you want to be at his location for support reasons then note that he plans to move to the Alley on the first turn.

    Hakon draws his starting hand, then adds his Harrow to it.

    Hakon wrote:

    Hand: The Teamster (Harrow), Gray Maiden Plate, Double Chicken Saber +1, Good Omen (Core), Blessing of Wadjet, Quartermaster,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Good Omen - Discard to add 1d6+2 to a check to acquire or close
    Blessing of Wadjet - Discard to add 2d8 to a check to acquire
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bodyguard, Divine Insight (Core), Cure (Core), Explorer's Pith Helmet, Sacred Candle (2), Glorious Warhammer, Incitation, Blessing of Kofusachi, Sacred Candle, Shining Wayfinder, Fencer
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Curse-2A - Hakon Rewards

    Scenario Reward: Hakon rallies Ishani Dhatri.

    Tier Progression: (2.1) Hakon gains a Hero Point.
    Hakon expends the Hero Point on a Power Feat, and checks off...
    Hand Size: 4 ☑ 5

    Finally! The Handsize from 4 to 5 feels like such an important jump in gameplay speed and potential - I just wanted to make sure I started with the option to support some tricky noncombat checks against Monsters in the last tier.

    Hakon still has 2 remaining Hero Points.

    Deck Upgrades: Hakon's preferences are as follows...

  • Armor 2: Replace Bronzed Leather with Gray Maiden Plate (Divine AP). Armor 2: 1d1000 ⇒ 629
  • Ally 1: Replace Quartermaster with Priest of Pharasma (Divine AP). Ally 1: 1d1000 ⇒ 930

    I'd like to ask for the Armor 2 from Zadim, since there's no other level 2 boons that we earned that I would take (except the Spell, which I'd rather go to Varian). Additionally, this Armor 2 would be my first displayable armour.

    But it's not a critical upgrade or anything; happy to leave our dice rolls as they are.


  • Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    To confirm, the cards from the Boat were left to be banished. Yvicca is shuffled into the Docks and no other changes to location cards occur.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon receives Fiery Glare from Varian, thanks for the spell fuel!
    Hakon receives Shield of Resistance from Zadim, thanks for the bury-able fuel!

    ========================
    Hakon starts his turn.
    Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.

    Start of Turn: Hakon discards Fiery Glare (Spell) to draw Cure (Core) from his discards with his character power.

    Hakon moves to the Boat. Time to put my Diplomacy to work.

    Hakon follows Varian's lead, staying with the other two on their vessel as they explore the surroundings near the sunken Direption. As the other two try to divine meaning from the baubles floating on the surface, Hakon's wary eyes scan the horizon amidst the varying-sized flotsam and he spies a small rowboat half-hidden behind a floating piece of a mast. A trail of cloth over the side of the boat give away someone hiding, laying flat in the craft.

    "Hold there! It's the Korvosan guard; sit upright!"

    Hakon brings their own vessel closer as the previously-spotted, unassuming woman slowly sits upright, watching the trio silently as they approach without making any further movements.

    Free exploration:

    Boat Card 1: Ingratiating Minion:

    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
    Zova recharges Blessing of the Green Faith 2 to bless.
    Diplomacy 7 (Blessed): 2d8 + 2 ⇒ (7, 8) + 2 = 17 -> Pass, strong rolls!
    Defeated. Hakon examines the next card in the location...

    "What's your name?" Hakon queries. The woman stares blankly, silently. Hakon thinks for a moment, asking a second question as he tries to make out what about her unsettles him so.

    "What were you throwing overboard earlier?"

    The woman blinks, then leans forward and down as if peering at the water lapping up against her craft. She idly trails a finger over the salty surface and whispers something too softly for Hakon to hear, but he feels something in the air and notices Varian tensing beside him. A spell?

    Boat Card 2: Yvicca:

    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Druid
    Hag
    To Defeat:
    Combat 13
    THEN Combat 9
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    Before acting, a local character suffers the scourge Dazed, then a local character summons and encounters the story bane Jigsaw Shark.

    Hakon sends Cure to Recovery to heal Varian 1d4 + 1 ⇒ (4) + 1 = 5 cards.

    Realizing something is wrong, Hakon half-sings a shout of defensive magic over the trio, reaching for his weapon...

    Hakon discards Quartermaster to explore again.

    Boat Card 2: Yvicca:

    CotCT
    Story Bane 2
    Type: Monster
    Traits:
    Druid
    Hag
    To Defeat:
    Combat 13
    THEN Combat 9
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    Before acting, a local character suffers the scourge Dazed, then a local character summons and encounters the story bane Jigsaw Shark.

    Villain Encountered: Zova successfully Guards Twisting Passages automatically.
    BA: Hakon is Dazed, then Hakon encounters Jigsaw Shark...
    Jigsaw Shark:
    Jigsaw Shark
    Story Bane Monster 0

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    Cannot be evaded.

    Combat: Hakon reveals Glorious Warhammer to use Melee +1d8+1.
    Combat/Melee 11+4 (Harrow of Crowns): 1d10 + 2 + 1d8 + 1 ⇒ (9) + 2 + (4) + 1 = 16 -> Pass. Wasn't expecting to beat that - I was planning on taking the damage to armor!
    Defeated.

    ...When suddenly the water swells and shifts. Hakon steadies himself as a beast larger than a man surfaces from the deep and latches its enormous jaws to the other side of the party's small ship, a shark! The boat lists violently, throwing Varian and Zadim to the floor as the wood begins to bow, creak and splinter under the crushing force of the jaws.

    No stranger to storms or sea creatures, Hakon keeps his feet steady and his bearings straight as he unclips his warhammer, lifts it high and crashes it down onto the skull of the shark, before following it up with a swipe from the side. The first strike deals a crippling wound to the creature; the second it fatal and shoves it back into the water. Hakon turns back to the woman as her shape shifts and twists into something horrific and vile - a long-clawed monstrosity clad in trails of seaweed - and she leaps from her boat at the Skald with a scream of rage!

    Hakon takes the first combat check to defeat Yvicca...
    Difficulty Increase (Aquatic Location): 1d4 ⇒ 4

    Combat #1: Hakon reveals and additionally discards Double Chicken Saber +1 to use Melee +1d8+1d6+1.
    Hakon buries Bronzed Leather to his character power to add his Diplomacy (+1d8+2) to his check against a monster.
    Combat/Melee 13+4 (Character Power): 1d10 + 2 + 1d8 + 1d6 + 1 + 1d8 + 2 ⇒ (6) + 2 + (4) + (5) + 1 + (5) + 2 = 25 -> Pass.
    Double Chicken Saber +1: Hakon uses the check result (25) for the subsequent Combat check.
    Combat #2: Pass.

    Fail.
    Defeated.

    Dropping his warhammer in the boat, Hakon draws his two exotic chicken sickle-sabers, both unsheathing them and slicing them outwards in a cross pattern just as the hag descends upon him. Unprepared for the sudden new weapons, the hag has no time to react before gravity pulls her into the pair of slices which tear even at her supernaturally tough hide; slashing and scarring her as she's thrown off the boat and into the water, a clawed hand dragging at Hakon's blades in an effort to bring him down with her but only managing to pull the weapons from his hands and sending them overboard.

    The hag wails and sinks under the waves, almost seeming to become liquid itself in the water. Hakon retrieves his hammer and watches for her to resurface, until Varian points out that she was a sea-hag and likely has fled to tend to her wounds.

    Villain defeated: The Boat closes automatically.
    Scenario Rule: Hakon looks through the Boat and notices a Weapon 2. Discussion is in Discord whether the Boat's cards should be shuffled into another location or not before the next turn starts.

    Villain Escape: The villain is shuffled into the Docks.
    Hakon, Varian and Zadim move to the Docks.

    Hakon ends his turn.
    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Divine Insight (Core), Blessing of Wadjet, Glorious Warhammer, Shield of Resistance,

    Displayed: Vencarlo Orisini,
    Deck: 4 Discard: 8 Buried: 5
    Hero Points: 2 // Hakon has the following scourges marked:
    Dazed:
    While Marked:
    You may explore only once per turn and you may not examine locations.

    If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.


    NOTES:
    Available Support: Vencarlo Orisini - Bury to add +1d6 to any combat check post-roll
    Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD1 boon
    Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Brass Dwarf (Harrow), Bodyguard, Shining Wayfinder, Blessing of Kofusachi
    Recharged:
    Discard Pile: Good Omen (Core), The Sickness, Incitation, The Trumpet, Cure (Core), Fiery Glare, Quartermaster, Double Chicken Saber +1,
    Buried Pile: Sacred Candle (2), Explorer's Pith Helmet, Cressida Kroft (+Feat), Sacred Candle, Bronzed Leather,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Notes for Zova: Recharged Blessing of the Green Faith 2

    Base 1-2 remain // 1=Trinia Sabor, 2=Thousand-Bones

    Zova - Twisting Passages 4-7 remain

    Hakon, Varian, Zadim - Docks 1-8 remain // Crow, Villain

    Boat BANISHED // Cards 3-7 MAY be shuffled into another location (including a Weapon 2, but no other good boons). See Discord


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon is given Shield of Resistance; thanks!
    Hakon buries Sacred Candle to draw The Trumpet.

    ========================
    Hakon starts his turn.
    Hour Power: When you fail a check, you may bury your hand and discards to reroll.

    Start of Turn: Hakon discards The Trumpet (Blessing) to draw The Brass Dwarf (Harrow) from his discards with his character power.

    I lack an effective means of combat, but I'm well-suited to taking on the Henchman and closing the River. Plus, the scenario power prevents us accidentally shuffling away good boons, so it seems that's the safest bet right now. The closing effect also lets me get this Vampiric Touch to Varian!

    Hakon gives Shield of Resistance to Zadim.

    Hakon moves to the River.

    Fortunately for Zadim's pride; Hakon is distracted by a telepathic message from Varian and hurries upriver to find what the wizard communicated to him, leaving behind some of his equipment to travel a bit lighter.

    Free exploration:

    River Card 3: Henchman Proxy A4/Blood Veil:
    Constitution 6/10 (Adventure): 1d8 + 1d4 ⇒ (7) + (4) = 11 -> Pass.
    Defeated.

    With Varian's mental directions, Hakon cautiously searches the Riverbank for a symbol that the wizard insists is of the utmost significance to the case. Soon, the skald comes across a small, curious clay tablet with such a symbol inscribed on it laying in the shoreline's mud. As he gently tries to pry it from its bed of earth, he corrects himself - it appears to be a small vessel of some description, not a tablet but a clay envelope, perhaps? He gently lifts and tilts it to examine its sides when suddenly his fingers freeze up and the tablet falls back to the muck - its symbol now glowing and seeming to emit some foul-coloured miasma.

    Closing Henchman defeated: Hakon attempts to close the River.
    Hakon discards The Brass Dwarf to bless twice.

    Harrow: Hakon heals an Ally (Bodyguard) from his discards.
    Constitution 8 (Adventure, Blessed*2): 3d8 + 1d4 ⇒ (1, 7, 8) + (1) = 17 -> Pass; River closed!
    On Closing: Hakon gives Vampiric Touch to Varian.
    Scenario: Hakon searches through the remaining cards in the River, but chooses to let them be banished. We were lucky to have all of the banes at the bottom of the location.

    Hakon moves back to the Docks.

    Hakon sends Cure to Recovery to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards.
    Hakon is healed for 2: (The Brass Dwarf (Harrow), Divine Insight (Core)). Deck shuffled.

    Hakon backs away and falls to his hands and knees, coughing up bile and gasping for air, his lungs burning and muscles contracting as he hacks out some magical syllables as best he can through the pain, summoning a force of healing to purge whatever curse was trying to plague him. Through the Harrow's fortune, perhaps, his clumsy spellcasting seemed to work, and his health returns in the coming minutes as Varian catches up and helps him to his shaky feet. Hakon warns him from touching the symbol-inscribed thing, guessing that it's a source of a magical curse... or a magical disease.

    Who or what would be leaving something like that in a riverbed?

    Hakon ends his turn.
    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Double Chicken Saber +1, Quartermaster, Bronzed Leather, Glorious Warhammer,

    Displayed: Vencarlo Orisini,
    Deck: 6 Discard: 5 Buried: 4
    Hero Points: 2
    NOTES:
    Available Support: Vencarlo Orisini - Bury to add +1d6 to any combat check post-roll
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: Feel free to use my character power fairly liberally if there's any local Strength checks or checks against monsters (combat or otherwise); I don't need the Bronzed Leather or Glorious Warhammer at all.

    You may also recharge Glorious Warhammer to examine the location if you need that information, but Zadim likely can do that better anyway.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Insight (Core), Bodyguard, The Brass Dwarf (Harrow), Blessing of Kofusachi, Shining Wayfinder, Blessing of Wadjet
    Recharged:
    Discard Pile: Good Omen (Core), The Sickness, Incitation, The Trumpet, Cure (Core),
    Buried Pile: Sacred Candle (2), Explorer's Pith Helmet, Cressida Kroft (+Feat), Sacred Candle,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Notes for Zadim: Given Shield of Resistance
    Notes for Varian: Given Vampiric Touch

    Base 1-2 remain // 1=Trinia Sabor, 2=Thousand-Bones
    Zova - Twisting Passages 1-7 remain // 1=Cave Bear
    Hakon, Zadim, Varian - Docks 3-9 remain
    Boat 1-10 remain // Villain is here


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Flavour post for my turn, continuing smoothly from my previous turn's flavour.

    ...Instead, Hakon sees a suspicious, armed figure approaching. Hakon warily prepares the hooked blades he'd picked up in his former travels in case combat is necessary.

    Hakon grips at his weapons, considering his options... before his instincts took him in a direction perhaps unexpected to his conscious mind and he ducks quickly behind a conveniently-placed barrel, staying still and quiet. Based on the sounds of shuffling, then retreating footsteps, the armed figure must not have actually seen him. Once the coast is clear, Hakon stands, stowing his weapons and dusting himself off, considering his uncharacteristically stealthy approach.

    'I've been spending too much time around Zadim...' he muses, admitting that it's nice to still avoid bloodshed when words may not work.

    Ah, right. Zadim.

    Hakon guesses where the slayer has headed, and makes his way to the nearby medic station set up for the Korvosan Guard. Sure enough, he encounters Zadim and Amin Jalento - the unpleasant aristocrat they'd saved during earlier riots - conversing and is pleased to hear that Zadim's health is not at risk. Good news for Hakon's own health, of course.

    Whilst at the medic station, Hakon has some of his earlier wounds treated by one of the Guards' healers and elects to make his way back to the Docks to follow up on another lead. As he winds through a rather unfamiliar portion of the city, the tall complexes of buildings and the cloudy weather masking the direction of sunlight, he pauses to consult his wayfinder to recover his sense of direction.

    "Tell me you're not shirking your duties, Guardsman." Comes a familiar tone from nearby. Hakon spins, seeing Field Marshal Cressida Kroft in civilian clothes alongside - even more surprising - the fencer Vencarlo Orisini. A corner of his mind reminds him that Cressida was the one to introduce him to Vencarlo in the first place, and evidently they knew each other well - not much of a stretch to see friends together in the city.

    Hakon tenses at the implications of the connection. Vencarlo was helping Trinia make her way into hiding, making him complicit in possible treachery from the perspective of the Crown - does Cressida know that her friend has defied the Queen? Does she care? Hakon eyes the fencer, beginning to regret his own decisions to assist Vencarlo in hiding Trinia - at any moment he can let slip that detail to Cressida and Hakon would be likely if the only thing he lost was his position and not his head.

    "No, Field Marshal." Hakon affirms, at least accustomed to holding a steady tone no matter how much tension he must hide to do so, "The wererat Girrigz was slain by my fellow guard, and I am making my way to the Docks to ask further questions about the Direption. I simply needed to tend to an injury."

    Vencarlo, to Hakon's dread, speaks up next. "Good to hear the injury wasn't serious. Tell me; were there any incidents in the favour I asked you to perform?"

    For all of his years as a Skald, Hakon is momentarily speechless - long enough for Cressida to notice. She glances around to note that nobody else is within earshot, before jabbing a sudden elbow into the fencer's ribs.

    "You know it went smoothly. Don't be so cruel, Vencarlo. Nor brazen." She begins, speaking in a low tone to Hakon, "Officially, I am disappointed to report that Trinia has escaped the justice of the Crown. Unofficially, I commend you for your services to Korvosa's people."

    Hakon blinks. Cressida knows that they helped Trinia escape? Does she share his doubts about the Queen, then? Would she even say that aloud if it were true?

    "Now, keep up the good work, Guardsman. Vencarlo and I are following up a lead of our own off-the-book, and I expect to see you back at the barracks to give me a verbal report by sundown of your findings." Cressida orders with a small smile, "Additionally, do inform Guard Varian that we recently took custody of some smuggled spell scrolls. At a later date, we will be asking for his assistance in cataloguing them and deciding what to do with them - perhaps you may find some of use to you."

    With that, the two leave, leaving Hakon's head whirling with all of this new information. Blackjack, Vencarlo, Cressida... so many individuals so well-respected in this city all sharing their faith in - at minimum - Trinia's innocence. Such knowledge should ease Hakon's own guilt and doubt, but in truth it only raises more questions. Does the Queen not listen to Cressida's advice, or does Cressida not dare to share her own thoughts?

    Regardless... Hakon has a job to do, and he returns to the Docks.

    No flavour for fighting off the Mercenary and Guardian Door - I got sidetracked creating a somewhat more interesting side-story and I can't help but feel this post would get too long and unfocused if I also forced in some flavour for those encounters.

    OFF-TURN ACTIONS:
    At the start of Zova's turn, Hakon buries Cressida Kroft to draw a random Attack spell. None appear in the last update, so going back to the previous one to draw...

    Random Spell 1: Vampiric Touch:

    CotCT
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to use Arcane + 2d6, then you may heal a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Hakon wrote:

    Hand: Cure (Core), Sacred Candle, Vampiric Touch, Quartermaster, Bronzed Leather,

    Displayed: Vencarlo Orisini,
    Deck: 5 Discard: 6 Buried: 3
    Hero Points: 2
    "NOTES:
    Available Support: Vencarlo Orisini - Bury to add +1d6 to any combat check post-roll
    Cure - Recovery (Discard) to heal a local character 1d4+1 cards
    Sacred Candle - Bury to draw the hour outside of an encounter (use to avoid a nasty hour power, or draw a powerful blessing)
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: I'll use Cressida Kroft off-turn as soon as it's confirmed in Discord what to draw with her. If Spell deck upgrades are most desired (as I anticipate), then it makes most sense to draw an Attack Spell with her, but I'm willing to draw a different card type or wait if that's a preference.

    Hakon will bury Sacred Candle to grab any Shields or Level 2 hour prior to a player's turn ending, if one comes up. Otherwise, Hakon will use Sacred Candle on Zadim's turn if it hasn't been used by then, so he can redraw his Harrow blessing with his character power."


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon sent Divine Insight to Recovery, then discards it.
    ========================
    Hakon starts his turn.
    Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.

    Wounded: Hakon discards Explorer's Pith Helmet from his deck.

    Hakon moves to the Base.
    Free exploration: Hakon looks at the top 3 cards of the Base and draws...

    Base Card 2: Cressida Kroft:

    CotCT
    Supporter 0
    Traits:
    Human
    Soldier
    Display. While displayed:
    * You may bury to draw a new weapon or armor.
    * ? You may bury to draw a new Attack spell or Healing spell.
    It breaks my heart to see Korvosa tear itself apart.
    Heroes of your caliber are exactly what we need now.

    The remaining cohorts are returned in the same order.

    Base: Hakon removes his Wounded scourge.

    Hakon displays Cressida Kroft.

    Hakon discards The Brass Dwarf (Harrow) to explore again.
    Harrow: Hakon removes his Exhausted scourge.

    Hakon looks at the top 3 cards of the Base and draws...

    Base Card 4: Vencarlo Orisini:

    CotCT
    Supporter 1
    Traits:
    Expert
    Human
    Display. While displayed:
    * On any combat check, after the roll, you may bury to add 1d6.
    * ? On any combat check, you may bury to reroll.

    The remaining cohorts are returned in the same order.

    Base: Hakon draws Bodyguard.

    Hakon displays Vencarlo Orisini.

    Hakon recharges Shining Wayfinder to move to Docks, then examines the top 2 cards of his location...

    Docks Card 1: Mercenary:

    Core
    Monster 1
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    Docks Card 2: Guardian Door:

    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Shining Wayfinder: Hakon encounters Mercenary.
    Combat: Hakon reveals and additionally discards Double Chicken Sabre +1 to use Melee 1d8+1d6+1. 1d8 "1s" are treated as 3.
    No need for further buffs from my character power, I suppose, when the location and hour power are each providing me reroll opportunities.
    Combat/Melee 16: 1d10 + 2 + 1d8 + 1d6 + 1 + 1d8 + 2 ⇒ (3) + 2 + (4) + (6) + 1 + (1) + 2 = 19 -> Pass.
    Defeated: Hakon heals Double Chicken Sabre +1.

    Hakon discards Bodyguard to explore again.

    Docks Card 2: Guardian Door:

    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.
    My odds of success are acceptable thanks to the location reroll, and the consequences of failure are likely nil as I have no cards left in hand to discard to damage.
    Diplomacy 8: 1d8 + 2 ⇒ (8) + 2 = 10 -> Pass. Nice; an actual barrier taken down by Hakon!
    Defeated.

    Hakon ends his turn.
    Harrow of Shields: Hakon buries Explorer's Pith Helmet from his discards.

    Hakon resets his hand.

    I hope to post flavour for my turn in a separate post within the next 24 hours.

    Hakon wrote:

    Hand: Cure (Core), Sacred Candle, Quartermaster, Bronzed Leather,

    Displayed: Cressida Kroft (+Feat), Vencarlo Orisini,
    Deck: 5 Discard: 6 Buried: 2
    Hero Points: 2
    NOTES:
    Available Support: Vencarlo Orisini - Bury to add +1d6 to any combat check post-roll
    Cure - Recovery (Discard) to heal a local character 1d4+1 cards
    Sacred Candle - Bury to draw the hour outside of an encounter (use to avoid a nasty hour power, or draw a powerful blessing)
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: Hakon will move with Varian unless current player suggests otherwise.
    Other: I'll use Cressida Kroft off-turn as soon as it's confirmed in Discord what to draw with her. If Spell deck upgrades are most desired (as I anticipate), then it makes most sense to draw an Attack Spell with her, but I'm willing to draw a different card type or wait if that's a preference.

    Hakon will bury Sacred Candle to grab any Shields or Level 2 hour prior to a player's turn ending, if one comes up. Otherwise, Hakon will use Sacred Candle on Zadim's turn if it hasn't been used by then, so he can redraw his Harrow blessing with his character power.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Glorious Warhammer, Shining Wayfinder, Blessing of Wadjet, Double Chicken Saber +1, Blessing of Kofusachi
    Recharged:
    Discard Pile: Good Omen (Core), The Sickness, Incitation, Divine Insight (Core), The Brass Dwarf (Harrow), Bodyguard,
    Buried Pile: Sacred Candle (2), Explorer's Pith Helmet,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Zadim - Base 1, 5 remain // All known.

    Zova - Twisting Passages 1-8 remain
    River 1-8 remain
    Hakon, Varian - Docks 3-11 remain

    Boat 1-10 remain // Villain is here


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Zadim does not Avenge. Hakon continues his turn.
    The Docks is shuffled.

    Hakon recharges Glorious Warhammer to examine the top card of the newly-shuffled Docks...
    Docks Card #: 1d11 ⇒ 2

    Docks Card 2: Mercenary:

    Core
    Monster 1
    Traits:
    Human
    Warrior
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Hakon reaches back to trace at the tear in his armor, his fingers coming back damp with blood. He curses, stumbling up to his feet when the coast is clear, looking around for Zadim, having lost him in the sudden chaos - hopefully he wasn't further injured in that trap.

    Instead, Hakon sees a suspicious, armed figure approaching. Hakon warily prepares the hooked blades he'd picked up in his former travels in case combat is necessary.

    Hour Power (The Hidden Truth): Hakon heals 1d4 - 1 ⇒ (1) - 1 = 0 cards. Assuming I can't choose to still remove Wounded, I guess that's a wash as well - adding insult to the injury I've already sustained.

    Well I'd have no weapon for a Combat 16 or Charisma 11 check, and would end my hand with no cards and thus would suffer a Wildcard penalty if I explored... so after Zadim re-examines the location for a heal, Hakon ends his turn.

    Hakon wrote:

    Hand: The Brass Dwarf (Harrow), Double Chicken Saber +1, Divine Insight (Core), Shining Wayfinder,

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    Hero Points: 2 // Hakon has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

    At the start of your move step, you may end your turn to remove this scourge.

    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.


    NOTES:
    Available Support: The Brass Dwarf (Harrow) - Discard to bless a Constitution check twice
    Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Shining Wayfinder - Recharge to have Hakon move to a location, examine the top 2 cards, and optionally encounter an examined non-story-bane monster.
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: N/A
    Other: That has to be the most counterproductive turn I've taken with Hakon this AP, right? 1 location shuffled, 0 cards banished and a chunk of scourges and damage.

    At least I gave Varian a Fencer, so that's a single positive outcome!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Kofusachi, Explorer's Pith Helmet, Blessing of Wadjet, Bodyguard, Quartermaster, Sacred Candle, Cure (Core), Bronzed Leather
    Recharged: Glorious Warhammer,
    Discard Pile: Good Omen (Core), The Sickness, Incitation,
    Buried Pile: Sacred Candle (2),

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Notes for Zova: Discarded The Survivor
    Notes for Zadim: Suffers 1d4 Combat damage (allies to be discarded first). May heal 1d4-1 cards on his first examine during Hakon's turn
    Notes for Varian: Given Fencer. Discarded The Tangled Briar

    Varian, Zova - River 4-11 remain // 4-6 known. Henchman is 6
    Zadim, Hakon - Docks // Shuffled. 1 is Mercenary. Spiked Volley is somewhere.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Good Omen (Core) sent to Recovery, then discarded.

    Hakon arrives at the Fishery too late to assist Zadim, finding the Slayer tending to his ugly-looking wounds and the corpse of Girrigz floating in the water. He whispers a soft apology to Eries under his breath, and yet looking at the lycanthrope's body - adorned with the scars of combat and mistreatment, and weapons in addition to his claws and fangs - he doubts an encounter between them could have ended in any other way.
    ========================

    Hakon starts his turn.
    Hour Power: When you suffer damage, suffer the scourge Plagued.

    Well... a negative effect on an hour, but a strong blessing as well as being an AD2 blessing for the purposes of deck upgrades. An easy target for my Candle.

    Hakon buries Sacred Candle (2) to draw The Sickness from the hourglass.
    New Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.

    Hakon gives Fencer to Varian. It looks like you'll be especially well-suited to exploring the River, given the Intelligence/Knowledge based boons and banes atop it, so I think you'll make better use of a bonus exploration than I will.

    After the rest turn to follow other leads, Hakon chases after Zadim as he runs, guessing the reason for the Slayer's odd behavior and haste based on the wound he'd glimpsed, but choosing to trust in the sign of The Brass Dwarf and brave possible infection if he can help his friend in the process.

    Hakon moves to the Docks.
    Free exploration:

    Docks Card 1: Spiked Volley:

    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Ugh. Of course, a Dexterity barrier immediately. And failing this costs a total of 2d4 cards for the party, plus a scourge, PLUS a wildcard hit.
    I'm never playing a "fighter" style character like Hakon for long before remembering why I value non-combat/anti-barrier buffs and large hand sizes so much.

    Given the cost of failure, I'm asking that Varian discard The Tangled Briar to bless, since that plus rerolls is a bit better than relying on The Sickness.
    Dexterity 9 (Blessed): 2d6 ⇒ (3, 1) = 4 -> Fail, ugh... Hakon suffers Exhausted to reroll (Docks).
    Dexterity 9 (Blessed): 2d6 ⇒ (3, 3) = 6 -> Fail again. No dice.
    Undefeated: Hakon becomes Wounded and suffers 1d4 ⇒ 1 damage and discards The Sickness to damage. Hakon discards Incitation from his deck (Harrow of Keys).

    Zadim suffers 1d4 damage and must discard allies first. Would Zadim like to Avenge prior to the location being shuffled?

    Note that I can heal myself by examining the top card of the location thanks to the Hour - as can Zadim. Additionally, scourges like Exhausted aren't too bad since playing our Harrow clears a scourge.

    Turn Paused.

    As Hakon chases Zadim through the streets leading to the Docks, he fails to notice a set of tripwires set up by some inhabitant paranoid of visitors infecting him with the disease. Tripping one, all of a sudden the alley where both Hakon and Zadim are is filled with flying shrapnel, and Hakon dives to the ground as a flying spike tears a gash in a weakpoint of his armor, drawing blood.

    "

    Hakon wrote:

    Hand: Glorious Warhammer, The Brass Dwarf (Harrow),

    Displayed:
    Deck: 11 Discard: 3 Buried: 1
    Hero Points: 2 // Hakon has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

    At the start of your move step, you may end your turn to remove this scourge.

    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.


    NOTES:
    Available Support: The Brass Dwarf (Harrow) - Discard to bless a Constitution check twice
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: N/A
    Other: Well that was awful; that teaches me from seperating from Varian and his powerful noncombat buffs.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Explorer's Pith Helmet, Quartermaster, Bodyguard, Shining Wayfinder, Blessing of Kofusachi, Divine Insight (Core), Double Chicken Saber +1, Cure (Core), Bronzed Leather, Sacred Candle, Blessing of Wadjet
    Recharged:
    Discard Pile: Good Omen (Core), The Sickness, Incitation,
    Buried Pile: Sacred Candle (2),

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    "


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Not so long after the failed execution, Hakon tenses at the sight of the approaching Vencarlo and... Trinia. Hakon's discerning glare must have frightened the artist, as Vencarlo quickly steps between them, giving Hakon a reproachful look and insisting on her innocence before the group, citing Blackjack's judgement and explaining the situation.

    Blackjack; that name once again. Hakon has since learned more of the seemingly impossible feats attributed to the figure in this city, but had yet to meet anyone claiming to have spoken to him such as Vencarlo claims. Hakon's impromptu interrogation - how does Vencarlo know Blackjack? Where did they meet? Why would Blackjack not himself protect the woman he risked his life for? - is brushed off repeatedly, Vencarlo stating that he is sworn to silence on the matter and repeating his urging for the group of guards to trust him, pointing out the risks he's taking himself in entrusting them with this task.

    Though his curiosity burns... Hakon, somehow, can't find it in himself to doubt the fencer. Vencarlo has the heart of a noble warrior; something any true Skald can sense at a glance. He agrees, carefully silencing the stray thoughts in his head that suggest this action is akin to betraying his oath to the Queen, and assists the party in surreptitiously delivering the fugitive to the Trots inn.

    Upon their return, Hakon is all but silent throughout the news of the decree and the encounters with Zellara and Eries, disturbed at all the news to ingest. Disease and plague can demolish whole kingdoms when left unchecked - and he has never seen a city so populous as Korvosa and can scarcely grasp the scale of suffering that is going on beyond the Bank of Abadar and the nearby streets.

    A different kind of disease seeps through his thoughts. Doubt, paranoia. Zellara is right - there are so many unanswered questions. But regardless of the cause his duty to both himself, to Cressida and to Korvosa is clear; to find and stamp out the source of this horrific plague, this terrible suffering.

    Before they leave to make way to tackle these leads, Hakon draws a lone card from Zellara's odd Harrow deck, turning it to face him. The Brass Dwarf. Hakon is still learning of the odd workings of the Harrow - a field he had dismissed as superstition prior to his time in Korvosa - but he felt that the card suggested that at least he would remain safe and healthy for long enough to get to the bottom of this foul plot. Even if others were not so lucky.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Strategy Considerations:
    A straightforward enough scenario; keep Harrow of Keys in mind when picking your starting locations. Fortunately for me, Hakon doesn't mind discarding from his deck!
    Note that the Strength closing checks can be assisted by Hakon's character power.
    Sadly, the new "When you play your Harrow" power is a lot weaker for Hakon. Given my hand size; drawing more cards to do more in a turn is far more helpful to me than a miniscule amount of healing.

    ===================================
    LOOT (Dragon's Demand AP Reward): Kusarigama (Weapon) -> Incitation (Blessing)

    Hakon starts wherever Varian asks him to start.

    Hakon draws his starting hand, then adds his Harrow to it.

    I'll wait until the Harrow reading is done and/or the scenario starts before adding in my flavour. Suffice to say that given his increasing doubts towards the Queen, Hakon is taking the opportunity of the disaster befalling Korvosa to throw himself even deeper into his work to an almost obsessive degree to help keep his mind focused on anything else.

    "

    Hakon wrote:

    Hand: Glorious Warhammer, The Brass Dwarf (Harrow), Sacred Candle (2), Good Omen (Core), Fencer,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: The Brass Dwarf (Harrow) - Discard to bless a Constitution check twice
    Fencer - Recharge to encounter a monster on behalf of a local character
    Good Omen - Discard to add 1d6+2 to a check to acquire or close
    Sacred Candle - Bury to draw the hour outside of an encounter (use to avoid a nasty hour power, or draw a powerful/high level blessing)
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first.
    Movement: N/A
    Other: Feel free to use Good Omen or Sacred Candle to grab some level 2 boons if the opportunity presents itself.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Double Chicken Saber +1, Bodyguard, Blessing of Wadjet, Divine Insight (Core), Bronzed Leather, Cure (Core), Explorer's Pith Helmet, Sacred Candle, Incitation, Quartermaster, Shining Wayfinder, Blessing of Kofusachi
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    "


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Curse-1D - Hakon Rewards

    Scenario Reward: Hakon rallies Trinia Sabor. (Slightly spoiling the aftermath of this scenario, I suppose.)

    Adventure Reward: Hakon checks off his Supporter Feat for Cressida Kroft.

    Tier Progression: (1.5) Hakon gains a Hero Point.
    Hakon stores it.
    Hakon expends his XP to tier up to Tier 2.

    Hakon now has 2 remaining Hero Points.

    Deck Upgrades: Hakon's preferences are as follows...

  • Weapon 1: Replace Warhammer (Core) with Double Chicken Saber +1 (Ultimate Equipment). Weapon 1: 1d1000 ⇒ 73
  • Ally 1: Replace Fencer with Majordomo (Ultimate Equipment). Ally 1: 1d1000 ⇒ 969
  • Armor 1: Replace Bronzed Leather with Vestments of Authority (Ultimate Equipment). Armor 1: 1d1000 ⇒ 566


  • Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    “Korvosans!” calls the queen. “We have suffered greatly..."

    Hakon tunes the words of the royal out, brow furrowed as he watches the sad state of affairs from the perimeter of the crowd, in uniform. His teeth clench and his heart burns hot, though he suppresses the worst of his instincts under a cool, detached facade. A chilling blanket over the fiery rage inside.

    As well as he understood Her Grace's suffering at the loss of her husband, Her haste and ruthlessness following Trinia's capture have left him disgusted. Doubting. He could not bring himself to trust these foreign, hasty courts - with their quiet murmuring and fast sentencing - and he could not bear to hear the royal's triumphs.

    For a moment, he almost thought he should act - could he even accomplish anything? - but all too soon the axe was raised, and the Skald found his powerful voice failing him before-

    THWACK

    And all at once, everything changes with the sudden appearance and disappearance of "Blackjack". Hakon has only heard passing mention of the name - the legend - in his time in Korvosa, but didn't realize they were a real figure in the city until now.

    Soon, duty calls and Hakon is far too busy managing the unruly crowd to think further, but he logs away the intent to look into these local stories about "Blackjack" as soon as he can when he has the chance.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon buries Fencer.
    Hakon buries Sacred Candle to draw The Demon's Lantern.
    Hakon moves to Rooftops #4.
    Hakon is given Lightning Touch and Blessing of Wadjet. Thanks all!

    ========================
    Hakon starts his turn.
    Hour Power: On your check against an Undead card, add 1d6.

    Start of Turn: Hakon discards Lightning Touch (Spell) to draw Cure from his discards with his character power.

    Hakon sends Cure to Recovery to heal Varian 1d4 + 1 ⇒ (1) + 1 = 2 cards. Not ideal, but we're almost at the end of the scenario anyway so it doesn't really matter!

    Hakon gives The Demon's Lantern to Varian.

    Hakon catches up with the group, about to resume the lead. As he passes by them, though, he taps on Radovan's shoulder and points out that they appear to have dropped a harrow card that must have been picked up at some point - The Demon's Lantern appears to be fluttering against one of the ridges of the roof by the tiefling in the breeze. Radovan snatches the card before its blown away further, giving it some foul, wary glare as it lay still and innocent in his grip.

    Hakon stays at the Location #4: Rooftops.
    Free exploration:

    Rooftops Card 1: Holy Symbol:

    CotCT
    Item 0
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom
    Divine 4
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.
    Hakon reveals Blessing of Wadjet (2) to add 1d4 to his check to acquire.
    Wisdom 4 (Blessing of Wadjet): 2d4 ⇒ (4, 2) = 6 -> Pass.
    Acquired.

    Resuming his path, Hakon warily passes the disabled remains of the trap to examine the holy symbol left on the ground, inspecting it closely. It's a Shelynite symbol - given Trinia was a painter, it seems plausible that it was dropped by her or an least someone connected to her. Could they be getting close to some hideout of hers?

    Hakon discards Blessing of Wadjet to examine the top card of his location...
    Card #: 1d5 + 4 ⇒ (2) + 4 = 6

    Rooftops Card 6: Gentleman Explorer:

    CotCT
    Ally 1
    Traits:
    Human
    Aristocrat
    To Acquire:
    Charisma
    Diplomacy 8
    OR Knowledge 5
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    Hakon explores with the Blessing of Wadjet's power; adding 1 die to checks to acquire during this exploration.
    Knowledge 5: 2d8 + 2 ⇒ (2, 5) + 2 = 9 -> Pass.
    Acquired.

    Hakon clambers down to ground level to flag down a surprisingly well-dressed and mannered man for the area of the city they're in. The well-informed gentleman is all too happy to talk about the Shelynite traditions of this corner of the city, their community figures and small shrines, and even points the group in the direction of one of the lesser-known shrines amidst one of the nearby blocks. Hakon thanks the man and directs the others to fan out and surround the indicated block of apartments and shops, in case their fugitive is hiding within.

    Hakon discards Incitation to explore again.
    Card # {6->5}: 1d4 + 5 ⇒ (2) + 5 = 7

    Rooftops Card 7: Longspear:

    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear
    To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Melee 6: 1d10 + 2 ⇒ (10) + 2 = 12 -> Pass.
    Acquired.

    Hakon discards Holy Symbol to heal Divine Insight.

    Hakon ends his turn.
    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
    Hakon resets his hand, choosing to discard Longspear.

    Hakon places the holy symbol in his pocket. Once again with free hands, he considers drawing one of his weapons as he helps surround the building... but elects to keep them all sheathed and stowed appropriately. If Trinia can be captured without bloodshed, that would be ideal - and he doesn't think he'll need a weapon to catch an "assassin" who's greatest known weapon to date was a paintpot.

    "

    Hakon wrote:

    Hand: Cayden Cailean's Revelry, Gentleman Explorer, Blessing of Wadjet, Bodyguard,

    Displayed:
    Deck: 6 Discard: 7 Buried: 7
    Hero Points: 1
    NOTES:
    Available Support: Cayden Cailean's Revelry - On a local check, bury to reroll 1 or 2 dice
    Gentleman Explorer - Recharge to add 1d6 to a local check against an ally or barrier
    Blessing of Wadjet - Discard to add 2d8 to a check to acquire
    Bodyguard - Recharge to reduce damage to a local character by 3
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you have a reason otherwise.
    Movement: N/A
    Other: I've got good support to offer - rerolling dice, buffing Strength checks, checks against monsters, checks against allies, checks against barriers, mitigating damage.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Courtesan, Quartermaster, Blessing of Kofusachi, Frog, Good Omen (Core), Divine Insight (Core)
    Recharged:
    Discard Pile: Shining Wayfinder, The Dance (Harrow), Blessing of Wadjet (2), Incitation, Holy Symbol, Cure (Core), Longspear,
    Buried Pile: Kusarigama, Glorious Warhammer, Explorer's Pith Helmet, Sacred Candle (2), Bronzed Leather, Sacred Candle, Fencer,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Notes for Zova: Recharge Blessing of the Green Faith
    Notes for Varian: Healed 2 cards. Given The Demon's Lantern
    Additional Info 1: Fugitive shuffled into Rooftops #4
    Additional Info 2: Fox acquired from Random. All five random barriers have been pulled.

    Zadim, Hakon, Zova, Varian - Rooftops #4 5,8,9 (shuffled) 10 (bottom) remain // 10 = Fugitive


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon sends Divine Insight to Recovery.
    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
    ========================
    Hakon starts his turn.
    Hour Power: No effect.

    Hakon stays at the Location #3: Rooftops.

    At Zadim's urging, Hakon takes the lead in pursuing Trinia across these treacherous urban environs. Seeing a flicker of motion down at a nearby balcony, Hakon leaps to it, finding the door inside locked tight.

    Free exploration:
    Random Card {3/5/6/9/Fugitive}: 1d5 ⇒ 1

    Rooftops Card 3: Keen Rapier:
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Hakon buries Bronzed Leather to his character power to add his Diplomacy to his Strength check.
    Melee 9 (Hakon): 1d10 + 2 + 1d8 + 2 ⇒ (1) + 2 + (4) + 2 = 9 -> Pass.
    Acquired.

    Convinced he'd seem some motion behind a nearby window, Hakon physically forces his way into the building with a couple of solid hits from his shoulder.

    Inside, Hakon see's that he's broken into some kind of storeroom. A rather fancy one - surprising for somewhere in this part of the city - with an especially impressive duo of rapiers set on a nearby mantle. Seeing no sign of Trinia or anything else in the room that could have caused whatever motion he'd seen, Hakon goes to examine one of the rapiers, partially pulling it from its sheathe to examine its craftsmanship before considering the room once more.

    Hakon discards The Dance (Harrow) to explore again.
    Harrow: Hakon draws Sacred Candle and gives Keen Rapier to Zadim.

    Random Card {5/6/9/Fugitive}: 1d4 ⇒ 2

    Rooftops Card 6: Haughty Nobles:

    Core
    Barrier 1
    Traits:
    Cache
    Task
    Veteran
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Random Barrier 1 (Rooftops Power): Symbol of Sleep:

    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Hakon chooses to encounter the Haughty Nobles.
    As valuable as it is, I'm going to ask for Varian to bury Sage's Journal. There's not any other easy way to avoid both burying a card and reshuffling the barrier back, here.

    Diplomacy 12 (Sage's Journal): 1d8 + 2 + 1d12 + 3 ⇒ (1) + 2 + (6) + 3 = 12 -> Cutting checks close today, I probably should've also used The Joke. But pass.
    Defeated; Hakon chooses to summon an Ally...
    Random Ally 1: Cat:

    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Dang, an animal ally.
    Autofail.
    Banished.

    Hakon is still holding the weapon as a remarkably well-dressed man barges in from a nearby door.

    "What in blazes are you doing in my-" The man begins, before seeing the regalia of the Guard on Hakon's armor, Hakon unthinkingly sliding the sheathed weapon into his belt in a practiced motion, though the man seems too shocked by the invasion to notice. The man splutters, gritting his teeth and continuing to speak. "What is the meaning of this? I've done nothing wrong and I already paid the neighbors back for the damage!"

    Hakon quirks an eyebrow, and another glance at the room indicates a number of items that he'd normally expect to see in some kind of wizard's study... plus some scorch marks on some of the walls. An alchemist or a spellcaster in-training, perhaps? What an odd place to set up such valuable items in...

    "My apologies, citizen. I'm in pursuit of a fugitive - you may contact the guard later to handle the repairs to the door." Hakon says, rebuffing the man's continued protests with firm authority. As he finally disengages himself from the awkward situation, Hakon returns to the balcony, almost tripping over a black cat as it runs between his legs and outside.

    Hakon grimaces, realising that's probably what he'd seen earlier, and he takes a few seconds to watch the cat make its way down to street level with a series of familiar leaps between balconies and platforms. Once it's safe on the streets below, the skald turns his eyes skyward, and uses the nearby railing to reach up and clamber back onto the rooftops to join the others. Realizing he'd left the rapier in his belt, he tosses the weapon to Zadim, giving a shrug in response to the man's quizzical look.

    Hakon ends his turn.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Sacred Candle, Cayden Cailean's Revelry, Incitation, Fencer,

    Displayed:
    Deck: 7 Discard: 4 Buried: 5
    Hero Points: 1
    NOTES:
    Available Support: Fencer - Recharge to encounter a monster on behalf of a local character
    Cayden Cailean's Revelry - On a local check, bury to reroll 1 or 2 dice
    Incitation - Discard to bless a check, Freely if it invokes Acid/Cold/Electricity/Fire/Force
    Sacred Candle - Bury to draw the hour outside of an encounter (use to avoid a nasty hour power, or draw a powerful blessing)
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you have a reason otherwise.
    Movement: Move with Varian.
    Other: I've got good support to offer - blessing checks, rerolling dice, buffing Strength checks or checks against monsters, stealing Hours. Don't forget!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frog, Quartermaster, Bodyguard, Good Omen (Core), Blessing of Wadjet, The Courtesan, Blessing of Kofusachi
    Recharged:
    Discard Pile: Shining Wayfinder, Cure (Core), Divine Insight (Core), The Dance (Harrow),
    Buried Pile: Kusarigama, Glorious Warhammer, Explorer's Pith Helmet, Sacred Candle (2), Bronzed Leather,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Notes for Zadim: Gave Keen Rapier
    Notes for Varian: Given an extra copy of The Locksmith. Discard Codex. Bury Sage's Journal
    Additional Info 1: Fugitive shuffled into Rooftops #3

    Zadim, Hakon, Zova, Varian - Rooftops #3 5, 9, 10 (all shuffled) remain // 10 = Fugitive
    Rooftops #4 1-9 remain


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon is healed for 1: (The Courtesan). Deck shuffled.

    Hakon sends Cure to Recovery to heal X 1d4 + 1 ⇒ (3) + 1 = 4 cards.
    Hakon is healed for 4: (Frog, Cayden Cailean's Revelry, Fencer, Blessing of Wadjet). Deck shuffled.

    Hakon takes a moment to sit, resting on the rooftops as he lets Zova draw out the healing magic from her scavenged staff. As his aches and bruises numb and dissipate slowly, his fledgling magic surges with inspiration once more.

    The skald finds himself muttering words beyond his conscious understanding, calling forth a stronger spell of healing on himself almost without meaning to, as a faint light trails through his tattoos and veins to purge the myriad of pains and fatigue holding him back. Hakon breathes slow and strong as the light fades from his face and hands, and stands tall and runs his eyes across the Shingles to identify where Trinia may have fled.

    Hakon examines the top 3 cards of his deck, and re-orders them as follows (top-to-bottom)...
    Sacred Candle
    Cayden Cailean's Revelry
    Fencer

    Excellent, nice and setup for my next hand reset. Thanks!

    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.

    Hakon wrote:

    Hand: The Dance (Harrow), Divine Insight (Core), Bronzed Leather,

    Displayed:
    Deck: 11 Discard: 2 Buried: 4
    Hero Points: 1
    "NOTES:
    Available Support: The Dance (Harrow) - Discard to double-bless, then Hakon will draw a card and can give away a card.
    Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you have a reason otherwise.
    Movement: Move with Varian.
    Other: Thanks for the healing and draw control, Zova!

    Use Divine Insight if you need the boost against a barrier! If it's not used by my turn, I'll swap it for the Cure in my discards - signal to me if you want the Cure cast on you.

    Note that I don't value Bronzed Leather much at all, and am very happy for it to get buried to my character power."


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon receives Sacred Candle.
    Hakon sends Cure to Recovery and discards it from Recovery to cure Zova.
    Hakon receives The Brass Dwarf.

    Hakon buries Sacred Candle (2) to draw The Courtesan.
    ========================
    Hakon starts his turn.
    Hour Power: On each check, the first blessing played to bless may be played freely.

    Start of Turn: Hakon discards The Courtesan (Blessing) to draw The Dance (Harrow) from his discards with his character power.
    As per Zova's instructions, Zova recharges Sarenrae's Light to heal Hakon a card. Appreciate the healing and the timing thereof!

    Hakon is healed for 1: (Cure (Core)). Deck shuffled.
    (That was shockingly lucky. Well... it's a mixed bag, as I can't redraw Cure from my discards with another spell now, but I can't really complain about the outcome either!)

    Hakon gives Zova an appreciative nod for her assistance, his eyes gleaming as he watches her work to mix and apply her herbal medicines - some of the plants so foreign to his eyes. And yet her keen eye for symptoms and the manner in which she applies her healing compositions is of some measure of fascination for the Skald - and one of inspiration.

    Inspiration seems to fill his veins with sensation, his fingertips abuzz... the magic he had sought to evoke suddenly ready to flow from his hands, and at once he finally calls out his healing magic in a clumsy, powerful surge - an invisible arc of power burning away fatigue and rapidly closing wounds between Zova and himself.

    The shock of the sudden magic dazes him momentarily, and he looks at his hand; surprised at the force he had just summoned, the knowledge of how he just completed that spell having melted from his mind for the time being.

    Hakon gives The Brass Dwarf to Varian. I have more means of exploring than there are cards remaining in the location, and there's no other reason I would want it in my hand.

    Quick hand update, due to all of the changes since my last turn...

    Hakon wrote:

    Hand: Divine Insight (Core), Shining Wayfinder, Bronzed Leather, The Dance (Harrow),

    Displayed:
    Deck: 7 Discard: 5 Buried: 4

    Hakon stays at the #1 Rooftops.

    Free exploration:
    1d3 + 7 ⇒ (2) + 7 = 9
    Rooftops Card 9: Smoke Slayer:

    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Hah! I notice that I've encountered a monster in each of my turns so far - despite this scenario being merely about 11% monsters. My plan to Impoverish/trade away all of my weapons doesn't look so efficient anymore.
    As much as I'd like to save The Midwife for a nasty barrier... I think I should use it here. This monster will require a Cloud Puff, a Zadim weapon recharge and my character power to get a decent chance of defeating, since I'm weaponless and I can't even safely use my Melee bonus.

    Request that Varian discard The Midwife to exchange the monster with a new one, blessing all checks against them...

    Midwife - Random Monster 1: Necrophidian:

    CotCT
    Monster 1
    Traits:
    Construct
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.
    Request that Zadim recharge Rapier to add his Stealth skill to my combat check.
    Combat/Melee 12 (Zadim, Blessed): 2d10 + 2 + 1d8 + 3 ⇒ (5, 2) + 2 + (7) + 3 = 19 -> Pass.
    Defeated.

    Hakon stands up straight, recognizing Varian's telepathy. She's just given him the slip, but Trinia's nearby.

    Hakon races down the alley back to a collection of stacked crates he'd previously passed. He makes to climb them, but a strange scent of acrid smoke gives him pause. He steps back, the smell suddenly passing on the air... only to be replaced by a chilling, bone-rattling noise preceding the sight of a strange animated skull reaching out from a hole in one of the containers, stretching out of an elongated spinal column that moves akin to a snake.

    Disgusted, Hakon kicks the horrible thing's skull in - the bone crumpling thankfully easily - and resumes his scramble up the stacked boxes, using their height to help him clamber up onto the nearest rooftops for a better view of the Shingles. Thanks to Varian's information, he quickly hones in on her straw-coloured hair as she leaps between some of the rooftops further down the sprawling slums, and Hakon gives chase.

    Hakon discards Shining Wayfinder to examine the top card of his location...
    Card {8/10}: 1d2 ⇒ 2

    Rooftops Card 10: Fugitive:

    CotCT
    Story Bane 1
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Dexterity
    Charisma
    Acrobatics
    Diplomacy 6
    Before acting, succeed at a Wisdom or Perception 4 check or the difficulty to defeat is increased by 1d6.
    Hakon explores with the Shining Wayfinder's power, adding 1d6 to his checks against monsters.
    BA: Wisdom 4: 1d4 ⇒ 4 -> Pass.
    Request that Varian recharge Cult Acolyte to add 1d4.

    Diplomacy 6 (Varian): 1d8 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7 -> Passed.
    Defeated.

    Hakon tracks Trinia's path and cuts her off, making his way to section of rooftops just as she lands on it at a full running pace. He tackles at her, but the painter's agility exceeded his and she dodges him, running deeper into the Shingles as he roars after her.

    "Stop, damn it! If you're innocent you'll turn yourself in to stand trail! I said STOP!" He booms at the fleeing Trinia, his trained voice echoing through the city block.

    Scenario: Rooftops #1 closed!
    The Fugitive is shuffled into Rooftops #2. All characters move there.

    Hakon ends his turn.
    Hakon resets his hand.

    Hakon wrote:

    Hand: The Dance (Harrow), Divine Insight (Core), Cure (Core), Bronzed Leather,

    Displayed:
    Deck: 6 Discard: 6 Buried: 4
    Hero Points: 1
    NOTES:
    Available Support: The Dance (Harrow) - Discard to double-bless, then Hakon will draw a card and can give away a card.
    Cure - Recovery (Discard) to heal a local character 1d4+1 cards
    Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you have a reason otherwise.
    Movement: Move with Varian.
    Other: I'm shocked I both healed Cure and redrew it... that's roughly equivalent to rolling two 8s on 2d8. Weird.

    I'll Cure myself at the end of Zadim's turn if nobody else wants the heal before me. If Divine Insight is still in my hand, I can redraw Cure with it (but don't let that stop you from using Divine Insight as soon as it's needed!).

    Also note that I don't value Bronzed Leather much at all, and am very happy for it to get buried to my character power.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quartermaster, Bodyguard, Incitation, Sacred Candle, Good Omen (Core), Blessing of Kofusachi
    Recharged:
    Discard Pile: Fencer, Blessing of Wadjet, Cayden Cailean's Revelry, Frog, Shining Wayfinder, The Courtesan,
    Buried Pile: Kusarigama, Glorious Warhammer, Explorer's Pith Helmet, Sacred Candle (2),

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Notes for Zadim: Recharged Rapier
    Notes for Varian: Was given The Brass Dwarf. Discarded The Midwife. Recharged Cult Acolyte (or The Brass Dwarf, if preferred)
    Additional Info 1: Fugitive shuffled into Rooftops #2

    Zadim, Hakon, Zova, Varian - Rooftops #2 1-10 remain // Fugitive shuffled in
    Rooftops #3 1-9 remain
    Rooftops #4 1-9 remain


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Hakon starts his turn.
    Hour Power: No effect.

    Hakon stays at the Tenement.

    Hakon gives Sacred Candle (2) to Zova. You may use it, hand it on, or hand it back as you see fit - I just don't want it filling up my tiny hand whilst there's no immediate good use for it.

    Hakon suppresses a shiver at the disconcerting reappearance of Zellara's phantom. As familiar as he and his people are with the spirits of the world, he has never encountered a once-living ghost with such power as she.

    Putting his misgivings aside, he hurries through the tenements towards where the fugitive was last seen, ignoring the doubt nagging at his heart. He trusted Zellara's warnings by now, and so he's sure that there's more to this than it seems... but he would not have taken up the uniform of the guard if he wasn't willing to put some of his faith in the courts.

    Free exploration:

    Tenement Card 1: Flaming Shortbow:

    CotCT
    Weapon 1
    Traits:
    2-Handed
    Bow
    Fire
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 9
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Honestly my favorite weapon from the Core set!
    Hakon recharges Quartermaster to add 1d8 to his check to acquire.
    Hakon reveals Blessing of Wadjet to add 1d4 to his check to acquire, as he'll always do when possible.

    Dexterity 9 (Quartermaster, Harrow Suit, Blessing of Wadjet, Quartermaster): 1d6 + 1d8 + 1d4 + 1d4 ⇒ (5) + (1) + (1) + (4) = 11 -> Pass.
    Acquired.

    Of course, Hakon now has a bigger issue at hand; his weaponry. Some of his weapons are still awaiting repairs from previous use, and the remainder are the heaviest and largest of the tools on his person - not ideal for a long chase throughout the streets, and even less upon the rooftops. Making a fast decision, Hakon relieves himself of his weapons - stashing them with a passing patrol - before resuming the chase, hoping that he doesn't encounter any armed foes.

    Here's hoping paintpots were the worst of Trinia's weapons.

    Hakon discards The Dance (Harrow) to explore again.
    Harrow: Hakon draws Fencer and gives Flaming Shortbow to Zadim - it's use of Stealth should be ideal!

    Tenement Card 2: Dire Boar:

    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
    Check #1: Hakon uses his Melee skill.
    Requesting that Zadim recharge Shuriken +1 to add his Stealth.

    Combat/Melee 10/14 (Zadim): 1d10 + 2 + 1d8 + 3 ⇒ (7) + 2 + (7) + 3 = 19 -> Pass.

    BOTTING ZADIM
    Check #2: Zadim reveals Flaming Shortbow to use Stealth +1d6+1d4.
    Zadim recharges Scorpion Whip to add his Stealth skill.

    Combat/Stealth 11/15 (Zadim): 1d8 + 3 + 1d6 + 1d4 + 1d8 + 3 ⇒ (1) + 3 + (6) + (2) + (2) + 3 = 17 -> Pass.

    Defeated. No additional consequence.

    Hakon's chase through the tenement is interrupted suddenly by a sudden, chaotic scene. People shout and jump out of the way of some grotesquely large and violent, rampaging boar as it upends wagons and topples passers-by who are caught in its charge. Duty calling, Hakon places himself in the beast's path and instinctively reaches for his weapon. When nothing comes to hand, he has to brace himself as the creature leaps and impacts him square in the chest, the worst of the impact taken by his braced arms and armor as the skald is sent sprawling backwards.

    Hakon, though winded, gathers his wits and scrambles to his feet before the boar overcomes its own stun from the impact, before a sudden shower of precise, flaming arrows bury themselves into the boar's belly, back and neck, killing it rapidly. Hakon leans on a nearby wall and takes a moment to breathe as Zadim puts away his magical bow, assessing the corpse.

    It's incredible how that slayer always seems to be at the right place at the right time...

    Hakon discards Fencer to explore his location, adding 1d4 and the Finesse and Swashbuckling traits to combat checks during this exploration.

    Tenement Card 3: Frog:

    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Wisdom 4 (Blessing of Wadjet): 1d4 + 1d4 ⇒ (1) + (3) = 4 -> Pass.
    Acquired.

    Waving Zadim onwards to continue chasing the fugitive, the battered Hakon hears a strange noise down the alley he was resting against. Stumbling down it, he starts recognizing the noise as... croaking?

    Hakon discards Frog to explore again.

    Tenement Card 4: Wounded Wanderer:

    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Hm. I don't like Divine Insight burning a hole in my pocket, and I have no real other way of efficiently dealing with this barrier...
    But nor do I want to spend quality resources like Divine Insight or The Midwife against a completely harmless (and potentially positive) barrier, so I think it's much wiser to take the defeat and let it be shuffled back.

    Autofail.
    Undefeated and shuffled back.

    Turning a corner, Hakon does indeed find the source of the noise - a croaking, and seemingly tame, enormous frog sitting next to some kind of wounded, delirious man wearing odd, brightly-coloured robes. A wounded wizard with a strange familiar, perhaps?

    Hakon's questions fall on deaf ears as the man seems barely conscious enough to understand the words, and Hakon's attempt to summon healing magic seems to do little to help.

    Hakon discards Blessing of Wadjet to examine the top card of his location...
    Tenement Card #: 1d7 + 3 ⇒ (5) + 3 = 8

    Tenement Card 8: Ill Tidings:

    CotCT
    Barrier 1
    Traits:
    Curse
    To Defeat:
    None 0
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
    Neat. Hakon explores with the Blessing of Wadjet's power; adding 1 die to checks to acquire during this exploration.
    Hakon Encounters...
    Hourglass Card 1 Zova/skizzerz: Cayden Cailean's Revelry:

    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Charisma 6 (Blessed): 2d8 + 1 ⇒ (7, 8) + 1 = 16 -> Pass.
    Cayden Cailean's Revelry Acquired.
    Ill Tidings Defeated.

    Hakon discards Cayden Cailean's Revelry to explore again.
    Tenement Card # {4,5,6,7,9,10}: 1d6 + 3 ⇒ (1) + 3 = 4

    Tenement Card 4: Wounded Wanderer:

    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Alas, hit the only remaining non-story bane in the location. Once again I'll fail and it's shuffled back unless Zova wishes to Avenge.
    Undefeated.

    Hakon curses the ill tidings that his meagre magic isn't working at such a time, trying yet again to Cure the man's wounds without success.

    Hakon ends his turn.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Divine Insight (Core), Cure (Core), Shining Wayfinder, Bronzed Leather,

    Displayed:
    Deck: 6 Discard: 5 Buried: 3
    Hero Points: 1
    NOTES:
    Available Support: Shining Wayfinder - Recharge to have Hakon move to a location, examine the top 2 cards, and optionally encounter an examined non-story-bane monster.
    Cure - Recovery (Discard) to heal a local character 1d4+1 cards
    Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you have a reason otherwise.
    Movement: Move with Varian.
    Other: Note that Wounded Wanderer is the only non-story bane left in the Tenement, and the story bane doesn't require combat.

    I would appreciate being handed a blessing or my Sacred Candle, so that I can redraw my harrow from my discards next turn..

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Incitation, Blessing of Kofusachi, Sacred Candle, Bodyguard, Good Omen (Core)
    Recharged: Quartermaster,
    Discard Pile: The Dance (Harrow), Fencer, Blessing of Wadjet, Cayden Cailean's Revelry, Frog,
    Buried Pile: Kusarigama, Glorious Warhammer, Explorer's Pith Helmet,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Notes for Zova: Given Sacred Candle
    Notes for Zadim: Given Flaming Shortbow. Recharged Scorpion Whip and Shuriken.

    Rooftops #1 1-9 remain
    Rooftops #2 1-9 remain
    Rooftops #3 1-9 remain
    Rooftops #4 1-9 remain
    Zadim, Hakon, Zova, Varian - Tenement 4-7, 9, 10 remain // Shuffled. Wounded Wanderer is the remaining barrier.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Strategy Considerations:
    Harrow of Crowns sucks for this scenario - having to repeatedly defeat +4 difficulty barriers at level 1 can be pretty difficult. Fortunately; the other two wildcards are pretty toothless (or even beneficial).

    Alas, there's not much combat to be had here, so Hakon's largely out of his element. At least he's decent at encountering the Fugitive, from memory.
    ===================================
    LOOT (Dragon's Demand AP Reward): Warhammer (Core) (Weapon) -> Incitation (Blessing)

    Hakon starts at the Tenement.

    Hakon draws his starting hand (checks that it has a weapon), draws 3 more cards, buries 3, then adds his Harrow to his hand.

    Hakon wrote:

    Hand: Quartermaster, Sacred Candle (2), The Dance (Harrow), Blessing of Wadjet, Divine Insight (Core),

    Displayed:
    Deck: 9 Discard: 0 Buried: 3
    Hero Points: 1
    NOTES:
    Available Support: The Dance - Discard to bless another character's check twice
    Blessing of Wadjet - Discard to add 2d8 to a check to acquire a non-blessing AD1 boon
    Divine Insight - Recovery/Discard to add 2d6 to a check to defeat a barrier
    Sacred Candle - Bury to draw the hour outside of an encounter (use to avoid a nasty hour power, or draw a powerful blessing)
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you have a reason otherwise.
    Movement: Move with Varian.
    Other: Note that Hakon has no weapons left in his deck, by choice. I'll be playing him as purely supportive as I can manage.

    If I do get into combat, I can always just bury a card to add Diplomacy.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fencer, Sacred Candle, Shining Wayfinder, Blessing of Kofusach, Cure (Core), Bodyguard, Incitation, Good Omen (Core), Bronzed Leather
    Recharged:
    Discard Pile:
    Buried Pile: Kusarigama, Glorious Warhammer, Explorer's Pith Helmet,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Curse-1C - Hakon Rewards

    Scenario Reward: Nothing to note, aside from Thousand Bones rallied.

    Tier Progression: (1.4) Hakon gains a Hero Point.
    Hakon stores it.

    Hakon now has 1 remaining Hero Point.

    Deck Upgrades: Hakon's preferences are as follows...

  • Blessing 1: Replace Blessing of the Quartermaster with Blessing of Kofusachi (Ultimate Equipment). Blessing 1: 1d1000 ⇒ 953

    I'm also looking for a Spell 1, but am more than happy finishing out my AD1 blessing wishlist and letting the wizard take the spell!


  • Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon did not get his hand wiped! Proper hand update below...

    Hakon wrote:

    Hand: Stone Axe +1, Sage's Journal,

    Displayed:
    Deck: 7 Discard: 6 Buried: 4

    Grateful for his allies' assistance; Hakon gets a handle on the strange stone axe as he batters - as much as cuts - the attacking skeleton into pieces.

    ========================
    Hakon starts his turn.
    Hour Power: When at least 3 types of boon are played on any check, a character may draw a card.

    Hakon stays at the Ruin.
    Free exploration:

    Ruin Card 1: Rat Swarm:

    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    I'll save our resources; shuffling it back is still acceptable here, I think.
    Combat: Hakon reveals to use Melee +1d6+1.

    Combat/Melee #: 1d10 + 2 + 1d6 + 1 ⇒ (8) + 2 + (4) + 1 = 15 -> Nice, that works; Pass!
    Defeated (and banished).

    The battle over, Hakon turns around... noticing that Varian is missing. Frowning, Hakon looks around at the odd ruins they've found themselves in since their escape from the Ossuary, looking for the wizard. The sewers and catacombs appear to be giving way to some kind of sunken, fallen remnants of an even older Korvosa - this stonework once comprised streets and property, not sewers.

    Some collapsed pillar partially blocks a nearby passageway with a light shimmering in the distance behind. Reasoning that a bit more light may help them get their bearings at least, and help Varian find them at best, Hakon goes and tests his strength at the old brickwork pillar. As soon as he squats and reaches underneath it, preparing to lift, he yelps and jumps back, swinging his hand and tossing off the rat that bit it. In fact, more rats - dozens of them - start to squirm from some unseen hidey-hole, screeching at a horrible pitch as they swarm towards the retreating Hakon. Their number and unusual size rendering them a very real threat, disease aside, Hakon draws his weapon and starts crushing and cleaving his way through the horrifying mass of teeth and fur, kicking and trampling the creatures underfoot.

    Hakon ends his turn.
    Withering: Hakon randomly buries Incitation from his discards.
    Ablaze: Hakon suffers 1d4 - 2 ⇒ (4) - 2 = 2 Fire damage (ugh), and discards his remaining hand to damage. Well now I wish I'd gone for the villain and spent my cards to beat him instead.
    Hakon resets his hand.

    Hakon's attacks on the swarm led to his axe striking the ground again and again; the ringing of stone-on-stone filling the corridors and chipping and wearing away at his borrowed weapon. The skald grimaces as he observes the damage done, hoping Zova isn't upset by his treatment of her prized weapon...

    "

    Hakon wrote:

    Hand: Cure (Core), Sacred Candle, Bronzed Leather, Quartermaster,

    Displayed:
    Deck: 3 Discard: 7 Buried: 5
    Hero Points: 0
    NOTES:
    Available Support: Cure - Recovery (Discard) to heal a local character 1d4+1 cards
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you have a reason otherwise.
    Movement: Move with Varian.
    Other: Happy to attempt to guard the Ruins if needed! Hakon is weaponless, but can bury a card to add his Diplomacy.

    Note; if someone intends to go for the villain then Hakon will first bury Sacred Candle to draw the hour. He will otherwise bury Sacred Candle as suggested by whoever the current player is, if they think their hour is sufficiently desirable to draw.

    Hakon's happy to fight the villain on his next turn, if wanted. He can bury cards to buff all 3 required checks, though he'd want some support in combat.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Shining Wayfinder, Blessing of the Quartermaster, Good Omen (Core),
    Discard Pile: Divine Insight (Core), The Avalanche (Harrow), Fencer, Explorer's Pith Helmet, Blessing of Wadjet, Stone Axe +1, Sage's Journal,
    Buried Pile: Kusarigama, Glorious Warhammer, Holy Water, Bodyguard, Incitation,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    "

    Status Link
    Most Recent BR Refresh

    Notes for Zova: Now has The Real Rabbit Prince in hand again!
    Additional Info 1: 2x Proxy B1, Carrion Golem displayed

    Base 1-3 remain

    Hakon, Zadim, Zova - Ruin 2-10 remain

    Varian - Graveyard 1-11 remain // 1 = Vreeg


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon buries Bodyguard.
    Hakon will take his Ancient Skeleton encounter AFTER Zadim does.
    (Ossuary) Hakon summons and encounters...

    Ancient Skeleton:

    Story Bane
    Type: Monster
    Traits: Skeleton Undead Veteran
    To Defeat: Combat 11+##
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
    Combat:
    BA: Hakon recharges Good Omen (Core).
    Combat: Hakon reveals Stone Axe +1 to use Melee +1d6+1.
    Hakon reveals Sage's Journal to add 1d4.
    Request that Zadim recharge a weapon of his choice to add 1d8+3.

    Combat/Melee 15 (Zadim, Sage's Journal): 1d10 + 2 + 1d6 + 1 + 1d4 + 1d8 + 3 ⇒ (1) + 2 + (3) + 1 + (1) + (1) + 3 = 12 -> Oh my goodness... that's not what I expected. Hakon suffers 3 Combat damage and discards the rest of his hand. Ouch.
    Undefeated.

    (I'll update my Deck Handler for the encounter after everyone's finished.)


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    OFF-TURN ACTIONS:
    Hakon receives Stone Axe +1 from Zova; thanks a ton!

    Hakon thinks at first to reject the shifter's primitive weapon, but -out of a certain sense of politeness - he accepts the gift from the youngest member of the group. He's surprised to find the stone-hewn axe to be much lighter than he expected. And sharper. Closer examination of sigils upon the apparently-crude craftsmanship bely its enchanted nature, and he lets out a smile at how naturally the test-swings of the weapon feel in his grip.

    "Much obliged, Zova."

    ========================
    Hakon starts his turn.
    Hour Power: At the start of your turn, summon and encounter an ally.

    I was planning to re-grab my Harrow blessing... but I think I slightly prefer to grab my Blessing of Wadjet in preparation for the ally encounter this time. Especially given the location power... and the cards at the location.
    Start of Turn: Hakon discards Incitation (Blessing) to draw Blessing of Wadjet from his discards with his character power.

    Varian's divinations may have suggested naught but some trinkets lie in the path through the Pits, but Hakon is less than convinced that the wizard's spellcasting has revealed the whole truth. He and Zova remain to investigate the area, lifting his axe at the ready...

    Start of Turn (Hour): Hakon encounters the random ally...

    Summon: Dog:

    Core
    Ally 0
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.
    Wisdom 3 (Blessing of Wadjet): 1d4 + 1d4 ⇒ (3) + (3) = 6 -> Pass.
    Acquired.

    A noise! Hakon raises his axe defensively at the sight of of a fast-moving, quadruped creature pouncing, unsettling some trinkets and baubles from some oddly-placed shelving. He gets a glimpse of fur, eyes, teeth, preparing to swing, before Zova's sudden shout causes him to hesitate...

    ...long enough for some kind of lost pet dog to jump up on his armored chest, licking eagerly at his face as he pushes the mutt off with a groan.

    Hakon gives Dog to Zova. Seems fair to provide her more animals to 'fight' with in return for her axe!

    "E-er... Zova?...", Hakon grumbles through the dog's overly enthusiastic licking, not quite having the heart to push the affectionate creature away, and unable to do much but helplessly shrug his wide arms with a half-gesture at the dog, "Could you... deal with this for me?"

    Zova's face betrays her amusement, before she lets out a sharp whistle. At the sound, the dog's ears prick up, and it bounds off of Hakon to run over to the shifter.

    Hakon stays at the Pits.
    Free exploration:

    Pits Card 1 (Sage's Journal): Sage's Journal:

    Core
    Item 0
    Traits:
    Book
    To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.
    Knowledge 6 (Blessing of Wadjet): 1d8 + 2 + 1d4 ⇒ (5) + 2 + (1) = 8 -> Pass.
    Acquired.

    Hakon discards Fencer to explore his location, adding 1d4 and the Finesse and Swashbuckling traits to combat checks during this exploration.

    Pits Card 2 (Holy Water): Holy Water:

    CotCT
    Item 0
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 4
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.
    Wisdom 4 (Blessing of Wadjet): 1d4 + 1d4 ⇒ (1) + (3) = 4 -> Pass.
    Acquired.

    Hakon discards Blessing of Wadjet to examine the top card of his location...

    Pits Card 3 (Prayer): Prayer:

    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect.
    To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Hakon explores with the Blessing of Wadjet's power; adding 1 die to checks to acquire during this exploration.
    Wisdom 3 (Blessed): 2d4 ⇒ (1, 1) = 2 -> Fail.
    Pits: Hakon suffers 1 Combat Damage, and discards Holy Water to damage.

    Banished.

    Wiping the saliva from his face, the skald heads in the direction the dog came from, where he's heard the clattering noise. He finds what looks like materials that would be more at home in a study or office... or laboratory, perhaps - vials of faintly glowing liquid, old inscrutable tomes, quills and dried ink. Perhaps the necromancers once made use of this place?

    He takes one of the more well-maintained books with him, but leaves the seemingly-innocuous liquids behind. However benign they appear at first glance, he's come across unstable alchemical concoctions before, and would rather not risk carrying anything that might spontaneously combust.

    Hakon discards Explorer's Pith Helmet to explore again.

    Pits Card 4: Cryptic Message:

    Core
    Barrier 2
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.
    Hakon recharges Blessing of the Quartermaster to bless.
    Knowledge 10 (Blessed): 2d8 + 2 ⇒ (6, 6) + 2 = 14 -> Pass.
    Defeated.
    Cryptic Message: Hakon examines...

    Pits Card 5: Bloodscent:

    CotCT
    Spell 1
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 7
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
    Pits Card 6: Sage:

    Core
    Ally 0
    Traits:
    Arcanist
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.
    Hakon keeps the order the same, on the assumption that we don't have a Spell 1 acquired yet so this is a good time for Varian to nab a Bloodscent (and he couldn't use Sage to reliably explore into it anyway).

    Hakon lights a torch, bringing it close to the worn book he picked up. He doesn't recognize out the odd glyphs and runes over most of it - but there is a page of what is most likely a map of the immediate surroundings. Curious.

    Hakon ends his turn.
    Ablaze: Hakon suffers 1d4 - 2 ⇒ (2) - 2 = 0 Fire damage.
    Withering: Hakon randomly buries Holy Water from his discards. Much luckier than last time!
    Hakon resets his hand.

    Hakon wrote:

    Hand: Stone Axe +1, Good Omen (Core), Sage's Journal, Bodyguard,

    Displayed:
    Deck: 6 Discard: 6 Buried: 3
    Hero Points: 0
    NOTES:
    Available Support: Good Omen - Discard to add 1d6+1 to a check to acquire or close
    Sage's Journal - Bury to add 1d8+2 to a local check against a bane (only use against barriers - use my character power otherwise)
    Bodyguard - Recharge to reduce damage dealt to a local character by 3
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you have a reason otherwise.
    Movement: Move with Varian.
    Other: Thanks for the weapon!

    My deck size is shrinking surprisingly quickly this scenario, but I'll be all but certain to draw my Cure next turn (at which point I can re-use it every turn easily enough), so no worries there.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sacred Candle, Quartermaster, Cure (Core), Bronzed Leather
    Recharged: Shining Wayfinder, Blessing of the Quartermaster,
    Discard Pile: Divine Insight (Core), The Avalanche (Harrow), Fencer, Incitation, Explorer's Pith Helmet, Blessing of Wadjet,
    Buried Pile: Kusarigama, Glorious Warhammer, Holy Water,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Notes for Zova: Given Dog by Hakon
    Notes for Varian: A Spell 1 is on top of the Pits
    Random Card(s) Used: Ally - 1
    Additional Info 1: 2x Proxy B1 Displayed

    Base 1-3 remain

    Ruin 1-11 remain // 1
    Varian, Zadim - Ossuary 2-10 remain // Candlelight, Antiplague, Hidden Truth shuffled
    Graveyard 1-11 remain // 1 (Villain)
    Zova, Hakon - Pits 5-10 remain // 5-6, 9-10


    Deck Handler // Searching For: Spell 2 > Ally 2*2 > Weapon 2*2

    Hakon starts his turn.
    Hour Power: When a local character fails to acquire a boon, you may bury a card to encounter it.

    Hakon grumbles, caught between annoyance and reluctant gratefulness at Zadim's... dramatic attack on their concealed foe. He resolves himself to keep a closer eye on their dimly-lit surroundings, beginning to question the logic of Zadim's insistence that they carry no torches or sources of significant light. Rays of light from manholes or other clefts in the earth and stone above, combined with some of the party's dimly-glowing magicked brooches and tools help, certainly, and the lack of torches serves to preserve their darkness-adapted eyes and prevents them from giving away their position to enemies; but what of traps and enemies that they are partially-blind to now?

    Certainly there are things down here who can see better than they can, surely?

    Hakon stays at the Dungeons.
    Free exploration:

    Dungeons Card 4: Symbol of Sleep:

    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    On the one hand, this barrier sorta auto-defeats itself, Exhausted is not a very harsh scourge for most of us, and Hakon's no good at fighting this barrier...
    On the other, this is only one of 2 barriers in the location, and my Divine Insight isn't doing any good if I leave it to gather dust in my hand. Let's try to avoid the awkwardness that Exhausted (or a location shuffle) could cause.

    Hakon sends Divine Insight to Recovery to add 2d6 to his check to defeat a barrier.
    Intelligence 8 (Divine Insight): 3d6 ⇒ (6, 3, 3) = 12 -> Pass.
    Defeated.

    Following Zadim as stealthily as he's able, the Skald suddenly flashes out a hurried signal for 'halt', making a small scuff along the stonework floor with a boot to draw Zadim's attention from behind the slayer's back. Hakon's eyes saw a vague glimmer of something that they were unwitting approaching - an odd aura that hurt his head and made his eyelids heavy even just from his peripheral gaze. Taking a small gamble in making noise, Hakon passes Zadim and speaks the guttural, raw incantation of an old Ulfen magic, swinging his mace in the direction of the trap some meters away. A loud pop and fizzle fill the air as the old, worn magical trap disintegrates under Hakon's clumsy spell.

    Hakon lets out a pleased smirk. It's a bit hit-or-miss whether his old magics work all the times he needs them to beyond his meagre skill with curative magics, but he does feel he's gotten a bit better from observing Varian's more finely-tuned magical arts.

    Hakon discards The Avalanche (Harrow) to explore again.
    Harrow: Hakon draws Sacred Candle (2) and gives Sacred Candle (2) to Zova.
    (If Zova wishes to grab the current hour, she may. If she still has it in hand by her turn and if Hakon has no blessings in his hand, I'd like her to hand it or a blessing back at that time so that I have something to switch with my discarded Harrow.)

    Dungeons Card 5: Henchman Proxy A3 // Derro:

    Story Bane
    Type: Monster
    Traits: Dwarf Rogue
    To Defeat: Combat 10
    Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or discard a random card. If undefeated, suffer the scourge Dazed.
    Constitution 4: 1d8 ⇒ 8 -> Pass.
    Combat: Hakon reveals Glorious Warhammer to use Melee +1d8+1.
    To be safe; asking Zadim to recharge Shuriken +1 to add 1d8+3.

    Combat/Melee 12 (Dungeons, Zadim): 1d10 + 2 + 1d8 + 1 + 1d8 + 3 ⇒ (6) + 2 + (8) + 1 + (4) + 3 = 24 -> Pass.
    Defeated.

    Closing Henchman defeated: Hakon attempts to close the Dungeons, summoning 1d2 ⇒ 2 Zombie Minions.

    Summon: Zombie Minions:

    Story Bane
    Type: Monster
    Traits: Undead Zombie Veteran
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.
    After looking through the party, it looks like Hakon has the strongest combat check before any resources are spent (recharged/discarded/buried), so I think the most efficient action here is for Hakon to take both combat checks, using a bit of support each time. Let me know if anyone would have suggested a different approach.

    Combat #1: Hakon reveals Glorious Warhammer to use Melee +1d8+1.
    Hakon buries Kusarigama to his character power to add 1d8+2.

    Combat/Melee 11 (Dungeons, Hakon): 1d10 + 2 + 1d8 + 1 + 1d8 + 2 ⇒ (10) + 2 + (3) + 1 + (5) + 2 = 23 -> Pass.

    Combat #2: Hakon reveals Glorious Warhammer to use Melee +1d8+1.
    Zadim recharges Dogslicer to his character power to add 1d8+3.

    Combat/Melee 15 (Dungeons, Zadim): 1d10 + 2 + 1d8 + 1 + 1d8 + 3 ⇒ (6) + 2 + (1) + 1 + (8) + 3 = 21 -> Pass. Strong rolls all turn, really; the Juggler never came up.
    Defeated.

    Hakon's spell did indeed draw attention, though - the party draws their weapons and prepares their spells at the sound of insistent snarls, before they're set upon by a small horde of zombies at the behest of some strange, dark dwarf-like necromancer. Hakon roars a war-cry, throwing stealth to the wind at the hopes of break the necromancer's concentration, swinging his hammer from body to body as he smashes through the horde with brute force as he wills his rage to the fore. Zova takes on another zombie with sudden talons and sheer speed, Varian deflecting or countering the worst of the dwarf-like creature's spells, before the zombies suddenly drop inanimate at the brief death-gurgle of the necromancer as it falls dead at Zadim's feet, clutching at its windpipe, its throat slit by the slayer in the confusion of battle.

    Dungeons Closed!
    Dungeons: Everyone may draw a card; Hakon draws Shining Wayfinder.
    Scenario: When the cards in the Dungeons get banished, a Proxy B is displayed next to the scenario.

    Hakon requests that everyone else move to the Crypt.
    Hakon will separately move to the Pits.

    Hakon recharges Shining Wayfinder to move to the Crypt to presumably rejoin the party.
    Shining Wayfinder: Hakon examines...

    Crypt Card 1: Henchman Proxy A1 // Derro:

    Story Bane
    Type: Monster
    Traits: Dwarf Rogue
    To Defeat: Combat 10
    Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or discard a random card. If undefeated, suffer the scourge Dazed.
    Crypt Card 2: Spectre:

    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.
    Shining Wayfinder: Hakon could choose to encounter a non-story bane monster, but elects not to.

    Hakon pants as he comes down from his rage, his mace and hands covered in old, dead blood. He breathes the foul air, spitting to one side as he draws out a glowing, magicked wayfinder that might help warn the party of any more incoming danger, if its enchantment does its job.

    Hakon ends his turn.
    Ablaze: Hakon suffers 1d4 - 2 ⇒ (4) - 2 = 2 Fire damage, and discards Blessing of Wadjet and Glorious Warhammer to damage. Ow.
    Withering: Hakon randomly buries Glorious Warhammer from his discards.

    Hakon's breathing exercises are cut short with a ragged cough. Smoke? The party soon follows suit at the scent on the wind, evacuating this region of the Dungeons quickly as the smoke grows thicker and more caustic, burning at his lungs and making his arms feel like lead. As Hakon tries to cover his mouth and keep up with the group, oddly afflicted particularly terribly by the oppressive air, he unthinkingly drops his weapon to hold a cloth to his mouth as he stumbles closer to safety.

    Oh. Er. I have a small problem now. I thought the 25% odds that I'd suffer enough fire damage to forcibly discard my weapon, combined with the 33% odds that I'd then bury that weapon from my discards in that situation, was sufficiently negligible to not have to plan around.
    I was clearly wrong, and combined with my start-of-game loot, I now have no weapon left in my deck. Could someone hand me one, please? At least I can still dig back and re-use my Harrow blessing.

    Recovery: Hakon is proficient, but chooses not to attempt the check to recharge any of his spells, and so they are discarded.
    Hakon resets his hand.

    Hakon wrote:

    Hand: Blessing of the Quartermaster, Fencer, Incitation, Explorer's Pith Helmet,

    Displayed:
    Deck: 7 Discard: 3 Buried: 2
    Hero Points: 0
    NOTES:
    Available Support: Fencer - Recharge to encounter a monster on behalf of a local character
    Blessing of the Quartermaster - Recharge to bless a noncombat check, discard to bless a combat check
    Incitation - Discard to bless a check, Freely if it invokes Acid/Cold/Electricity/Fire/Force
    Bury a card (Character Power) - +1d8+1 to a local check against a Monster or a local Strength check. Please use from the bottom of my hand first, unless you have a reason otherwise.
    Movement: Move with Varian.
    Other: Requesting that someone hand me a melee weapon when possible - the Harrow rules may make this easier.

    Fortunately, I can still handle myself in combat by burying a card to my character power. It's not the most efficient play, but it still works - and with my tiny hand size, it's not exactly a real threat to my health.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quartermaster, Good Omen (Core), Bronzed Leather, Bodyguard, Cure (Core), Sacred Candle
    Recharged: Shining Wayfinder,
    Discard Pile: Divine Insight (Core), The Avalanche (Harrow), Blessing of Wadjet,
    Buried Pile: Kusarigama, Glorious Warhammer,

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

    Favored Card: Weapon
    Hand Size: 4 ☐ 5
    Proficiencies:
    Arcane, Divine, Instrument, Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check ([X] or a local check against a monster), you may bury a card from your hand ([ ] or discards) to add your Diplomacy.
    [ ] At the end of your turn, you may move; any local characters may move with you.

    Status Link
    Most Recent BR Refresh

    Notes for Zova: Sacred Candle was given to Zova, to use or hand on as she see's fit.
    Notes for Zadim: Shuriken, then Dogslicer, were recharged.
    Additional Info 1: Proxy B1 Displayed

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