Hayato

Hayato - Chthonicthul's page

209 posts. Alias of Chthonicthul.


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Hayato wordlessly claps Red Raven on the shoulder. It was a mighty effort on his part, and the samurai is impressed with his absolute devastation of the foe.


Turn 12: Hayato/no Blessing
Bury Benevolent Buckler for start of turn
Explore Lost in the Storm Card #1: Karkinoi

Is it a crab or a man? Hayato wonders idly as he draws his nodachi.

Combat 32 to defeat Karkinoi, discarding Defiant Nodachi +3, it being first combat of turn (both for character and sword power) and recharging Dragoon: 1d10 + 6 + 1d10 + 1d10 + 3 + 1d10 + 1d6 + 2d6 ⇒ (10) + 6 + (1) + (10) + 3 + (7) + (6) + (1, 3) = 47
Reroll of Combat 32 to defeat Karkinoi, discarding Defiant Nodachi +3, it being first combat of turn (both for character and sword power) and recharging Dragoon: 1d10 + 6 + 1d10 + 1d10 + 3 + 1d10 + 1d6 + 2d6 ⇒ (1) + 6 + (2) + (5) + 3 + (4) + (2) + (6, 3) = 32
Recharge Reflecting Buckler to eat AYA Combat damage for not having the Attack trait. Dang, this guy is nasty.
Recharge random card from discard pile for defeating monster on first combat of turn (character power): 1d3 ⇒ 1 Warhorse

The samurai mourns the loss of his sword as crab and nodachi sink beneath the waves.

Reset hand and end turn.

Hayato wrote:

Hand: Flaming Longsword +3, Portable Ram, Surgeon, Impervious Fortress Plate, Blessing of Shizuru,

Displayed:
Deck: 14 Discard: 2 Buried: 3
Notes: T-shirt reroll, 0-6F: Yes. One die bump used as well.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 7: Hayato/no Blessing
Bury Mace of Smiting for SoT
Explore Lost in the Storm Card #1: Lookout Duty

As the storm surges all about them, Hayato climbs the rigging to see what there is to be seen from a higher vantage point.

Wisdom 12 to defeat Lookout Duty, recharging Grappler's Mask to make it a Melee check and discarding Blessing of the Lord in Iron: 1d10 + 4 + 1d10 ⇒ (5) + 4 + (10) = 19 oof, right call on the Blessing. Expensive check, though.
Examine next card in deck for Lookout Duty power: Benevolent Buckler
Shuffle Jinfu into deck to explore next card: Benevolent Buckler

Seeing nothing but swirling purple chaos in every direction, Hayato climbs back down. He looks in a chest bolted to the deck to see if he can find something to help them in their dire straits.

Fortitude 5 to acquire Benevolent Buckler: 1d8 + 4 ⇒ (5) + 4 = 9 Yay, something to bury next turn. Reset hand and end turn.

There is naught but a buckler in the chest. He straps it on and goes to help the sailors to tie everything down.

Hayato wrote:

Hand: Benevolent Buckler (acquired), Dragoon, Reflecting Buckler, Impervious Fortress Plate, Defiant Nodachi +3,

Displayed:
Deck: 15 Discard: 2 Buried: 2
Notes: T-shirt reroll, 0-6F: Yes. One die bump used as well.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Forgot to post starting hand:

Hayato wrote:

Hand: Warhorse, Pillaging Mace, Jinfu, Mace of Smiting, Defiant Nodachi +3,

Displayed:
Deck: 18 Discard: 0 Buried: 0
Notes: T-shirt reroll, 0-6F: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861

Turn 2: Hayato/Blessing of Erastil
SoT: Bury Pillaging Mace
Explore Lost in the Storm Card #1: Token of Remembrance
Intelligence 5 to acquire Token of Remembrance: 1d6 ⇒ 4 Failed; banished.

Discard Warhorse to explore Lost in the Storm Card #2: Sabotage

Wisdom 6 to defeat Sabotage, recharging Aric's Heister and discarding Amaryllis' Blessing of the Gods: 1d6 + 1d12 + 1d12 ⇒ (1) + (5) + (5) = 11
Use shirt reroll to reroll d6: 1d6 ⇒ 1
Use die bump to succeed.

Reset hand to end turn

Hayato wrote:

Hand: Blessing of the Lord in Iron, Grappler's Mask, Jinfu, Mace of Smiting, Defiant Nodachi +3,

Displayed:
Deck: 16 Discard: 1 Buried: 1
Notes: T-shirt reroll, 0-6F: Yes. One die bump used as well.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Scenario Reward:
Random Ally: 1d8 ⇒ 6 Mighty Steed; I'll pass.

Deck Upgrade:
Weapon 6: 1d1000 ⇒ 399
If that doesn't work out, happy to take the nicest thing left over; no real preference.


I'm not seeing Aric's turn, but I'll take your word for it that it happened and take mine since it won't affect anything either way.
Turn 19: Hayato/Blessing of Pharasma
Explore Cargo Hold SotS Card #1: Token of Remembrance
Intelligence 7 to to acquire Token of Remembrance, being alone at location: 1d6 + 2 ⇒ (4) + 2 = 6
Draw Item from box: Potion of Healing. Ah, probably won't need healing, so will keep Token.

Reset hand and end turn, discarding Dwarven Earthbreaker +1 as free discard.

Hayato wrote:

Hand: Jorgenfist Spear, Gem of Physical Prowess, Grappler's Mask, Flaming Longsword +3, Blessing of the Lord in Iron,

Displayed:
Deck: 14 Discard: 7 Buried: 0
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Rurn 14: Hayato/Blessing of Gorum
Explore Cargo Hold SotS Card #1: Topaz of Strength

The cargo hold seems to have endless bounty. Is this a topaz?

Strength 7 to acquire Topaz of Strength, being alone at location: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13 Acquired. As per location power, draw another Item from box - Potion of Flying - and keep new Item

Reset hand and end turn, discarding Potion of Flying and Mace of Smiting as free discards.

Hayato wrote:

Hand: Jorgenfist Spear, Gem of Physical Prowess, Grappler's Mask, Flaming Longsword +3, Dwarven Earthbreaker +1,

Displayed:
Deck: 15 Discard: 6 Buried: 0
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 8: Hayato/Blessing of Pharasma
Explore Cargo Hold SotS Card #1: Falcata +1

In another spot in the hold, Hayato finds a decent-looking falcata propped up against a bag of dried fish.

Melee 10 to acquire Falcata +1, being alone at location: 1d8 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Draw random Weapon from box: Furious Broadsword +2. Niiiiiice! Keep that, very much.

But behind it is an even-nicer broadsword. Beautiful!

Discard Blessing of Shizuru to explore Cargo Hold SotS Card #2: Anchor

It sits beside an old anchor.

Survival 8 to acquire Anchor, being alone at location: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5

What would a samurai do with an anchor? He leaves it be.

Reset hand and end turn, discarding Furious Broadsword as free discard.

Hayato wrote:

Hand: Jorgenfist Spear, Gem of Physical Prowess, Grappler's Mask, Flaming Longsword +3, Mace of Smiting,

Displayed:
Deck: 16 Discard: 4 Buried: 0
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 4: Hayato/Blessing of Hshurha
No start of turn effect
Explore Cargo Hold SotS Card #1: Manticore

How is there a lion with the head of a nasty human and the tail of a scorpion in the cargo hold? Hayato decides he finally getting tired of the sheer absurdity of so many of his adventures, as he levels his spear at it. The matnicore has other ideas, however, and first it shoots a barrage of tail spikes in all directions.

Random person to take damage for BYA, alphabetically from Amaryllis: 1d5 ⇒ 3 That's Tarlin. Sorry, good sir.

The cleric dives in the way of the spikes!

Tarlin's damage: 1d4 + 1 ⇒ (2) + 1 = 3

The noble Tarlin lies bleeding on the floor, having taken the missiles intended for Hayato, The samurai grimly steps forward and skewers the manticore.

Combat 12 to defeat Manticore, being alone at location, it being first check of turn, and revealing Jorgenfist Spear: 1d10 + 6 + 2 + 1d10 + 2d6 + 3 ⇒ (3) + 6 + 2 + (10) + (5, 2) + 3 = 31

The creature does not stand a chance against the samurai, and it drowns in its own blood. Hayato makes the death last, concerned for his friend.

Discard Viking Shieldmaster to explore Cargo Hold SotS Card #2: Invigorating Kukri +1

Hayaot rummages through some cases to find a bandage for Tarlin, but all her finds is a kukri.

Melee 9 to acquire Invigorating Kukri +1, being alone at location: 1d10 + 6 + 2 ⇒ (2) + 6 + 2 = 10 Acquired. Per location power, "draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other." Draw: Keen Rapier +3 Keep the rapier! Banish the kukri. Reset hand and end turn, discarding Keen Rapier +3 as free discard.

Hayato wrote:

Hand: Jorgenfist Spear, Gem of Physical Prowess, Blessing of Shizuru, Flaming Longsword +3, Mace of Smiting,

Displayed:
Deck: 17 Discard: 2 Buried: 0
Notes: Blessing as needed. T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Hayato at Cargo Hold sounds good to me.


Unless someone wants him to go elsewhere, Hayato will start in the Crow's Nest

Hayato wrote:

Hand: Jorgenfist Spear, Gem of Physical Prowess, Viking Shieldmaster, Flaming Longsword +3, Mace of Smiting,

Displayed:
Deck: 18 Discard: 0 Buried: 0
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


SCENARIO REWARD:
Maznar chooses Item.
Random Item from Box: 1d13 ⇒ 2 Belkzen Battle Standard Pass.

TIER REWARD:
Card feat: Armor

Deck Upgrade:
Armor 5: 1d1000 ⇒ 433
Weapon 6: 1d1000 ⇒ 82


Hayato temp close check for Seaside Warehouse:

Dexterity 7 to temporarily close Seaside Warehouse, discarding one of Aric's Blessings, one of Tarlin's Blessings and being alone at location: 1d6 + 1d6 + 1d6 + 2 ⇒ (5) + (2) + (3) + 2 = 12


Turn 23: Hayato/Blessing of Kelizandr
Moving to Seaside Warehouse was decided upon, yes? Will go there now... if allowable, I will change locations if I misunderstood and was supposed to go somewhere else

Reset hand and end turn, discarding Portable Ram and Legionnaire Chaplain as free discards

Hayato wrote:

Hand: Dragoon, Blessing of the Lord in Iron, Frost Lance +2, Hatchetbird, Jinfu,

Displayed:
Deck: 12 Discard: 2 Buried: 3
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861

Drew a weapon and a blessing. I still have Jinfu in hand, so if we think it is a good idea to have Hayato move to Murder Hole after all, I can move there at the start of anyone's turn... that is still an option. One Blessing gets Hayato 2d6 +2 to get 7 at Seaside Fort; a Blessing and the Frost Lance + 2 gets him (if alone) 2d10 + 6 + 2 + 1d8 + 2 to get 17 for the first check at Murder Hole, 1d10 + 6 + 2 + 1d8 + 2 + 2d8 to get an 18 for the second check. Up to you folks.


Off-turn: Discard Blessing of the Lord in Iron for Amaryllis' check.
Off-turn recharge Surgeon to heal Blessing of the Lord in Iron; recharge Surgeon.

Hayato wrote:

Hand: Portable Ram, Legionnaire Chaplain, Jinfu,

Displayed:
Deck: 16 Discard: 0 Buried: 3
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 14: Recharge Impervious Fortress Plate to reduce combat damage

Prior to turn: Amaryllis recharged Surgeon to heal card from Hayato's discard (THANKS!). Also, Amaryllis hands Alise Grogblud over. Double thanks!
Healed Card: 1d3 ⇒ 3 Frost Lance +2

Turn 18: Hayato/Blessing of Cayden Cailean
Hand Alise Grogblud back to Amaryllis.

Move to Fort Hazard
Explore Fort Hazard Card #1: Slip. Auto-fail.

Hayato slips.

Discard Blessing of Shax to explore Fort Hazard Card #2: Captain Horrus Riptooth. Hmm, OK, not impossible, but improbable. Let's see.

A pirate rises before the samurai. They take quick measure of one another before dancing the dance of death.

Combat 28 to defeat Captain Horrus Riptooth, revealing Mace of Smiting, being alone at location, and it being first combat of turn: 1d10 + 6 + 1d8 + 3 + 2 + 1d10 ⇒ (9) + 6 + (7) + 3 + 2 + (10) = 37

Recharge card for defeat enemy of first check of turn: 1d3 ⇒ 3 Blessing of Shax

Combat 32 to defeat Captain Horrus Riptooth, being alone at location, discarding Mace of Smiting, and adding 1d8 to second check to defeat as per Hayato power: 1d10 + 6 + 1d8 + 3 + 1d4 + 2 + 1d8 ⇒ (7) + 6 + (8) + 3 + (4) + 2 + (6) = 36

The shark pirate goes down!

Bury discard to close Fort Hazard.
Discard d4 Blessings from Blessings deck for When Permanently Closed: 1d4 ⇒ 4
Reset hand and end turn.

Hayato wrote:

Hand: Surgeon, Portable Ram, Blessing of the Lord in Iron, Legionnaire Chaplain, Jinfu,

Displayed:
Deck: 15 Discard: 0 Buried: 3
Notes: Blessing as needed. T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Edit of Hayato's turn after move to Lucrehold, since those cards had already been explored.
Explore Lucrehold Card #1: Venomous Pike +2
Melee 13 to acquire Venomous Pike +2: 1d10 + 6 ⇒ (4) + 6 = 10 Failure

The clumsy Hayato kicks a perfectly good spear into the sea.

Discard Viking Shieldmaster to explore Lucrehold Card #2: Sea Hag
Combat to defeat Sea Hag, revealing Mace of Smiting: 1d10 + 6 + 1d8 + 3 ⇒ (8) + 6 + (8) + 3 = 25
Reset hand and end turn.

Hayato wrote:

Hand: Mace of Smiting, Blessing of Shax, Portable Ram, Impervious Fortress Plate, Legionnaire Chaplain,

Displayed:
Deck: 14 Discard: 4 Buried: 0
Notes: Blessing as needed. T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861

Recharge Legionnaire Chaplain to heal random card: 1d4 ⇒ 4 Viking Shieldmaster

Hayato wrote:

Hand: Mace of Smiting, Blessing of Shax, Portable Ram, Impervious Fortress Plate,

Displayed:
Deck: 15 Discard: 3 Buried: 0
Notes: Blessing as needed. T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 13: Hayato/Blessing of Gozreh
Start of Turn Location power: encounter Draugr Captain

Weary as he is, Hayato launches his spear at the latest Draugr to menace his companions.

Combat 27 to defeat Draugr Captain, discarding Frost Lance +2, it being first combat of turn, and being alone at location: 1d10 + 6 + 1d8 + 2 + 2d8 + 1d10 + 2 ⇒ (4) + 6 + (1) + 2 + (5, 4) + (3) + 2 = 27

He just manages to catch the undead thing in the chest, sending it spinning into the murky waters.

Move to Lucrehold (just staying here for a round to avoid a SoT Draugr next round)
Explore Lucrehold Card #1: Eel Skin Armor
Fortitude 9 to acquire Eel Skin Armor, being alone at location: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

In a brief respite from the fight, Hayato dons a suit of armor he finds in a chest one deck - its slippery design looks good for sea combat. Time will tell.

Discard Viking Shieldmaster to explore Lucrehold Card #2: Potion of Healing
Intelligence 5 to acquire Potion of Healing, being alone at location: 1d6 + 2 ⇒ (2) + 2 = 4

As he gazes into the depth looking for attackers, Hayato shifts his stance, crushing some sort of glass beaker underfoot. What might it have been? No matter.

That potion would have been nice, but, ah well. Reset hand and end turn.

Hayato wrote:

Hand: Mace of Smiting, Portable Ram, Eel Skin Armor (acquired), Impervious Fortress Plate, Blessing of Shax,

Displayed:
Deck: 14 Discard: 4 Buried: 0
Notes: Save the blessing for the boss fight? Unless really needed prior. T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 5: Discard Blessing of Shizuru for Tarlin's check, which then allows him to shuffle random card from discard back into deck.
Random card healed: 1d2 ⇒ 2 Jorgenfist Spear

Prior to turn: Reveal Surgeon to heal random card from discard
Random card healed: 1d2 ⇒ 2 Blessing of Shizuru

Turn 8: Hayato/Blessing of Geryon
Move to Fort Hazard
Explore Fort Hazard Card #1: Pearl of Magic. Auto-fail check to acquire

Beset by draugr who attack relentlessly from all sides, Hayato is beaten from his position. He takes rest with Tarlin in a holy place for a brief while, then launches himself back into the endless fray. Just as he arrives at the fort to renew the battle, a pearl catches his eye. He goes to pick it up, but in his battle-weary state he fumbles the thing into the drink.

Discard Dragoon to explore Fort Hazard Card #2: Large Chest

Before diving back into melee with the undead creatures, Hayato hides behind a large chest. Out of curiosity, he tries to pry the lid from the thing.

Melee 10+6=16 to defeat Large Chest, being alone at location: 1d10 + 6 + 2 ⇒ (1) + 6 + 2 = 9 Failure. Banish Large Chest, please

But the lid is jammed tight.

Reset hand and end turn.

Hayato wrote:

Hand: Mace of Smiting, Viking Shieldmaster, Legionnaire Chaplain, Impervious Fortress Plate, Frost Lance +2,

Displayed:
Deck: 14 Discard: 3 Buried: 0
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861

After turn: Recharge Legionnaire Chaplain to heal random card from discard.
Random card healed: 1d3 ⇒ 3 Dragoon

Hayato wrote:

Hand: Mace of Smiting, Viking Shieldmaster, Impervious Fortress Plate, Frost Lance +2,

Displayed:
Deck: 16 Discard: 2 Buried: 0
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Before turn: Recharge Viking Shieldmaster to shuffle random card from discard into deck: 1d2 ⇒ 1 Frost Lance +2

Turn 3: Hayato/Blessing of Norgorber
Hayato cannot hit a 27 (no weapon in hand), so discard Warhorse for damage
Move to Shrine to Besmara
Explore Shrine to Besmara Card #1: Blessing of Achaekek
Divine 5 to acquire Blessing of Achaekek, being alone at location: 1d4 + 2 ⇒ (2) + 2 = 4 Fail.

Reset hand and end turn

Hayato wrote:

Hand: Mace of Smiting, Surgeon, Dragoon, Blessing of Shizuru, Frost Lance +2,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes: Blessing as needed. T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Apologies for the delay; had no internet this weekend.

Turn 1 Draugr Captain
Reset hand, keeping Jorgenfist Spear. New hand:

Hayato wrote:

Hand: Jorgenfist Spear, Frost Lance +2, Rhino Hide Armor, Surgeon, Jinfu,

Displayed:
Deck: 18 Discard: 0 Buried: 0
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861

As per Frost Lance +2 power, reveal Jinfu to add 1d8 + 2
Combat 27 to defeat Draugr Captain, revealing Jinfu and discarding Frost Lance +2: 1d10 + 6 + 1d8 + 2 + 2d8 + 1d8 + 2 ⇒ (5) + 6 + (6) + 2 + (4, 7) + (8) + 2 = 40

Turn 2 Draugr Captain
Reset hand, keeping Jorgenfist Spear. New hand:

Hayato wrote:

Hand: Jorgenfist Spear, Warhorse, Blessing of Shizuru, Viking Shieldmaster,

Displayed:
Deck: 18 Discard: 1 Buried: 0
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861

Combat 27 to defeat Draugr Captain, revealing Jorgenfist Spear and recharging Blessing of Shizuru: 1d10 + 6 + 2d6 + 3 + 2d10 ⇒ (3) + 6 + (2, 2) + 3 + (1, 1) = 18
Discard Jorgenfist Spear to reroll dice and add 3
Combat 27 to defeat Draugr Captain, revealing Jorgenfist Spear and recharging Blessing of Shizuru: 1d10 + 6 + 2d6 + 3 + 2d10 + 3 ⇒ (5) + 6 + (5, 4) + 3 + (3, 3) + 3 = 32

Hayato wrote:

Hand: Warhorse, Viking Shieldmaster,

Displayed:
Deck: 19 Discard: 2 Buried: 0
Notes: T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Starting at Fort Hazard, right? Starting hand:

Hayato wrote:

Hand: Jorgenfist Spear, Mace of Smiting, Blessing of the Lord in Iron, Gem of Physical Prowess, Warhorse,

Displayed:
Deck: 18 Discard: 0 Buried: 0
Notes: Blessing as needed. T-shirt reroll, 0-6D: nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Hayato will pass on upgrades this time.


Turn 11: Hayato/Blessing of Cayden Cailean
Explore Ghol-Gan Ruins Card #1: Invigorating Kukri +1

Hayato finds a kukri. Such an odd weapon, he thinks, hefting it for balance.

Melee 9 to acquire Invigorating Kukri +1: 1d10 + 6 ⇒ (10) + 6 = 16

The samurai has learned to be open to new things on his journeys, though, so he tucks it in his belt, intent on learning how the thing works.

Discard Legionnaire Chaplain to explore Ghol-Gan Ruins Card #2: Blessing of Sivannah. Not going to blow anything on this; he auto-fails without Blessings, so not worth it
We seem to be doing great on time, so I'll stop now to keep Blessings in hand so they are available as needed. Reset hand and end turn.

Hayato wrote:

Hand: Blessing of the Lord in Iron, Gem of Physical Prowess, Blessing of Shax, Rhino Hide Armor, Invigorating Kukri +1 (acquired),

Displayed:
Deck: 14 Discard: 4 Buried: 1
Notes: Blessings as needed. Shirt re-roll used, Scenario 0-6C: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Strength 10 to temporarily close Ghol-Gan Ruins,, discarding Blessing of the Lord in Iron: 1d10 + 4 + 1d10 ⇒ (2) + 4 + (9) = 15 Temp closed


Turn 6: Hayato/Blessing of Erastil
Move to Ruined Amphitheater
Explore Ruined Amphitheater Card #1: Besmaran Priest

Hayato continues his search, finding himself in a wide amphitheater that has been beaten by sea air and the ravages of time. Crouched behind a large rock, he finds a young priest, who has taken refuge there from the depredations of giants.

Diplomacy 6 to acquire Besmaran Priest, being alone at location: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4

The man sees the samurai and mistakes him for an enemy. Eyes wide with fear, he rushes to escape Hayato, only to run right into the path of a giant. One big, crunching step, and the priest is no more.

Discard Hatchetbird to move to Ghol-Gan Ruins (just temporarily) and explore Ghol-Gan Ruins Card #1: Pierce Jerrell.
Diplomacy 9 to acquire Pierce Jerrell, being alone at location: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Moving along, he watches from afar as another man is crushed beneath the feet of a passing giant. Bad day to be human.

Reset hand and end turn, discarding Impervious Fortress Plate as free discard.

Hayato wrote:

Hand: Blessing of the Lord in Iron, Legionnaire Chaplain, Gem of Physical Prowess, Blessing of Shax, Rhino Hide Armor,

Displayed:
Deck: 13 Discard: 3 Buried: 1
Notes: Blessings as needed. Shirt re-roll used, Scenario 0-6C: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 1: Hayato/Blessing of Abadar

As concerned he is about finding the Shrouded Queen, the constant reverberations of giant footsteps give Hayato enough to worry about to keep him on his toes.

Explore Eye of Serenity Card #1: Brineborn Giant

One such giant appears almost immeditately, knocking Amaryllis aside is his haste to attack the samurai.

Sorry, Amaryllis, take one combat damage for Brineborn Giant BYA

Hayato readies his mace and leaps.

Combat 22 to defeat Brineborn Giant, revealing Mace of Smiting, discarding Blessing of the Lord in Iron and it being the first combat of the turn: 1d10 + 6 + 2d10 + 1d10 + 1d8 + 3 ⇒ (6) + 6 + (2, 7) + (9) + (3) + 3 = 36 Defeated, and recharge Blessing of the Lord in Iron for Samurai power

The giant falls, and Hayato immediately rushes to check on Amaryllis. There is the smell of brimstone in the air, and a cyclops appears. The weary samurai rises and attacks.

For Cyclops BYA: top three cards of deck are Blessing of Angradd, Blessing of Shax, and Warhorse. Bury Warhorse, recharge Blessing of Angradd and discard Blessing of Shax. Nasty little BYA.

Combat 20 to defeat Cyclops Oracle and close location, discarding Mace of Smiting: 1d10 + 6 + 1d8 + 3 + 1d4 ⇒ (10) + 6 + (4) + 3 + (2) = 25 Nice! Was worried about the odds on that. Eye of Serenity closed.
Shuffle Blessing of Shax into deck for scenario power

The samurai helps Amaryllis to rise, and the two begin to stagger off.

Reset hand and end turn

Hayato wrote:

Hand: Impervious Fortress Plate, Hatchetbird, Gem of Physical Prowess, Blessing of Shax, Rhino Hide Armor,

Displayed:
Deck: 15 Discard: 1 Buried: 1
Notes: Shirt re-roll used, Scenario 0-6C: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Hayato starts at Eye of Serenity

Hayato wrote:

Hand: Impervious Fortress Plate, Mace of Smiting, Gem of Physical Prowess, Blessing of the Lord in Iron, Rhino Hide Armor,

Displayed:
Deck: 17 Discard: 0 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6C: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Power Feat: ([X] If you defeat on a monster on that check, you may recharge a random card from your discard pile.)


Boon: 1d20 ⇒ 1


0-6B: THE BATTLE OF ABENDEGO, Hayato rewards
Random weapon from box: 1d24 ⇒ 24 Mace of Smiting. Yes, please, will exchange Spirit Sword for this

Deck Upgrade:
Armor 6: 1d1000 ⇒ 138 Would take Rhino Hide Armor for Four-Mirror Armor if he wins
If he loses on the Armor, will take Ally 4 from his personal plunder pile. Will exchange Viking Shieldmaster for Mighty Steed


Oops, made a bit of a mess here. First to roll for the Gargiya 'if defeated' damage
Gargiya Fire Damage: 1d8 ⇒ 3 OK, so that changes the rest of turn. Darn, and it had gone so well. Discard Portable Ram, Gem of Physical Prowess and Blessing of Shax for Fire damage.
Reset hand and end turn. Display Four-Mirror Armor

Hayato wrote:

Hand: Dwarven Earthbreaker +1, Spirit Sword, Viking Shieldmaster, Warhorse,

Displayed: Four-Mirror Armor,
Deck: 9 Discard: 9 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6B: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Off-turn: Hayato auto-fails at the Treasure Hunt
Turn 12: Hayato/Blessing of Gozreh
Location SOT power: Fight off a nasty hammerhead shark
https://www.youtube.com/watch?v=92qzZD99cao

Combat 15 to defeat Hammerhead Shark, it being first combat of turn, being alone at location, and revealing Dwarven Earthbreaker +1: 1d10 + 6 + 1d10 + 2 + 2d6 + 1 ⇒ (7) + 6 + (1) + 2 + (4, 5) + 1 = 26

Pesky sharks continually circumnavigate the ship. One hammerhead is particularly annoying, so Hayato hammers its head. Should have picked a better name, he thinks.

Explore Shark Island Card #1: Gargiya

Something rises from the depth, ripping foolish sharks to pieces as it does so. What even is this thing? Sure it is a formidable adversary, Hayato draws his sword, which bursts into flames in the morning sun. The samurai leaps into the waters, heedless of his own destruction.

Combat 25 to defeat Gargiya, being alone at location, and discarding Flaming Longsword +3: 1d10 + 6 + 2 + 1d8 + 3 + 2d6 ⇒ (2) + 6 + 2 + (4) + 3 + (4, 4) = 25 Wow, cut that one close. Gargiya toast.

The things spouts flame, which is met with the flame of the ronin. Somehow, his leap is true, and he just manages to skewer it in a meaningful place.


Turn 7: Hayato/Blessing of Hshurha
Move to Shark Island
Explore Shark Island Card #1: Darkforest Anemone

Sailing on, Hayato's ship is mired in the deadly fronds of some malevolent anemone. He takes out his hammer to smash the offending fronds.

Combat 16 to defeat Darkforest Anemone, revealing Dwarven Earthbreaker +1, being alone at location, and it being first combat of turn: 1d10 + 6 + 2d6 + 1 + 2 + 1d10 ⇒ (4) + 6 + (6, 4) + 1 + 2 + (4) = 27

Discard Dragoon to explore Shark Island Card #2: Saltwater Ogre

The anemone appears to have been the home of some aquatic ogre, for the thing climbs the rail in a fury. Luckily Hayato still has his hammer out.

Combat 14 to defeat Saltwater Ogre, revealing Dwarven Earthbreaker +1, being alone at location: 1d10 + 6 + 2d6 + 1 + 2 ⇒ (10) + 6 + (5, 6) + 1 + 2 = 30

The remains of the ogre fall back into the ocean, forever to mingle with the remains of his precious anemone.

Discard Legionnaire Chaplain to explore Shark Island Card #3: Reflecting Buckler

There is a glint in the anemone's folds; Hayato tries to fish it out with a nearby gaff.

Fortitude 10 to acquire Reflecting Buckler: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

The thing, whatever it was, slides off the gaff to disappear in the depths.

Reset hand and end turn.

Hayato wrote:

Hand: Dwarven Earthbreaker +1, Flaming Longsword +3, Blessing of Shax, Gem of Physical Prowess, Portable Ram,

Displayed:
Deck: 13 Discard: 5 Buried: 0
Notes: Using the Blessing if you need it. Shirt re-roll used, Scenario 0-6B: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 2: Hayato/Blessing of Erastil
Move to Shark Island
Explore Shark Island Card #1: Flaming Buckler Gun

The gun/armor thingy that Hayato finds half-buried in the sand is certainly the finest of this adventure yet.

Flaming Buckler Gun:

Armor 6
Traits
Shield
Firearm
Magic

Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.


Dexterity 10 to acquire Flaming Buckler Gun, recharging Grappler's Mask to make it a Melee check: 1d10 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Fortitude 10 to acquire Flaming Buckler Gun: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
[Woot! Armor 6 acquired!

It will make a fine addition to his collection.

Discard Hatchetbird to move to Raker Shoals and explore Raker Shoals Card #1: Enemy Ship

A ship approacheth! The crew mans the cannons, snarling.

Enemy Ship: 1d14 ⇒ 5 Devil's Pallor
Fortitude 15 to defeat Devil's Pallor, discarding Tarlin's Blessing of Cayden Cailean: 1d8 + 2 + 2 + 2d8 ⇒ (8) + 2 + 2 + (1, 4) = 17

The ship goes down in a relentless barrage; Hayato's crew has outdone themselves.

Keeping Kraken
Accept 4 structural damage to ship to close location. Hayato's Kraken eats two of that; discard Jinfu and Flaming Buckler Gun for addition damage
Discard Jorgenfist Spear for Raker Shoals' When Permanently Closed. Location closed
Play Surgeon to recharge random card from discard pile.
Random Card Recharged: 1d4 ⇒ 4 Jorgenfist Spear
Recharge Surgeon. Reset hand and end turn.

Hayato wrote:

Hand: Dwarven Earthbreaker +1, Legionnaire Chaplain, Dragoon, Gem of Physical Prowess, Portable Ram,

Displayed:
Deck: 15 Discard: 3 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6B: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Do I roll for Plunder?: 1d6 ⇒ 5


Since he's on the Kraken, and the SOT ship damage is negated by the ship, Hayato will start at Raker Shoals and then move to Shark Island.

Hayato wrote:

Hand: Jorgenfist Spear, Surgeon, Hatchetbird, Jinfu, Grappler's Mask,

Displayed:
Deck: 17 Discard: 0 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6B: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


0-6A Tier Reward
Skill Feat: Constitution [X]+2

0-6A Deck Upgrade
If two other folks want weapons, go ahead and take them. But if desire is not huge, I'd roll for:
Weapon 6: 1d1000 ⇒ 239
Otherwise, no upgrade for me this time.


We get the BYA Dexterity check; I've got the Gem of Physical Prowess, which gives me a d10 + 6, which is a chance

BYA Dexterity 14 to reduce electricity damage, recharging Gem of Physical Prowess: 1d10 + 6 ⇒ (9) + 6 = 15 Woot!

Discard Impervious Fortress Plate for damage

Hayato wrote:

Hand: Pillaging Mace, Blessing of the Lord in Iron, Flaming Longsword +3,

Displayed: Four-Mirror Armor,
Deck: 17 Discard: 4 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6A: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Temp close check for Mancatcher Cove
Combat 13 to defeat Sea Devil, revealing Flaming Longsword +3: 1d10 + 6 + 1d8 + 3 ⇒ (8) + 6 + (7) + 3 = 24
Location temporarily closed


Turn 19: Hayato/Blessing of Hshurha
Explore Mancatcher Cove Card #1: Pearl of Wisdom
Fortitude 6 for location SOT check: 1d8 + 4 ⇒ (7) + 4 = 11

In the water next to the boat, Hayato spies a pearl resting on the carbuncled back of a passing sea turtle, and he uses a net to try to dislodge it.

Wisdom 7 to acquire Pearl of Wisdom: 1d6 + 2 ⇒ (4) + 2 = 6

He manages to dislodge it, but the precious pearl spins deeper into the water, finally disappearing from view.

Reset hand and end turn, discarding Frost Lance +2 as free discard

Hayato wrote:

Hand: Pillaging Mace, Blessing of the Lord in Iron, Flaming Longsword +3, Impervious Fortress Plate, Gem of Physical Prowess,

Displayed: Four-Mirror Armor,
Deck: 16 Discard: 3 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6A: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Off-turn: Tarlin healing (thanks!)
Healed card #1: 1d4 ⇒ 4 Periscope
Healed card #2: 1d3 ⇒ 1 Heavy Crossbow


Turn 14: Hayato/Blessing of Erastil
Move to Mancatcher Cove
Explore Mancatcher Cove Card# 1: Jagged Shoals

Hayato bids farewell Tarlin and heads out on his skiff. The waters are treacherous; Hayato must use all his acquired skill at watercraft to negotiate the shoals.

Survival 11 to defeat Jagged Shoals, discarding Tarlin's Blessing of Abadar: 1d6 + 1 + 2d6 + 2 ⇒ (4) + 1 + (3, 5) + 2 = 15

Miracle of miracles, he makes it through.

Reset hand and end turn, to save my Blessing of the Lord in Iron for someone who needs it.

Hayato wrote:

Hand: Pillaging Mace, Blessing of the Lord in Iron, Flaming Longsword +3, Impervious Fortress Plate, Frost Lance +2,

Displayed: Four-Mirror Armor,
Deck: 15 Discard: 4 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6A: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 12: Hayato/Blessing of Besmara
Fortitude 6 for location SOT check: 1d8 + 4 ⇒ (5) + 4 = 9
There is no way Hayato could defeat the Symbol of Insanity, so reluctantly Move to Jungle

Hayato pilots his little skiff to the jungle area that Tarlin has been patrolling. He salutes the stalwart smartly, then moves deep into the jungle.

Explore Jungle Card #1: Marine
I am retroactively changing the flavor text to make sense with the mechanical actions below, vis a vis .Merrill Pegsworthy. This flavor text just makes more sense given how the Marine encounter played out.

He is met by marine scout of some sort, who is standing over the bound form of a nautically-dressed woman who begin to struggle at the sight of Hayato. The man doesn't even bother bandying words. Maces are drawn, and battle joined.

Combat 14 to defeat Marine, revealing Pillaging Mace and it being the first combat of turn: 1d10 + 6 + 1d10 + 1d8 + 1 ⇒ (4) + 6 + (5) + (6) + 1 = 22

The man falls with a sickening crunch, his skull caved in by Hayato's mace.

Examine next card in location as per Pillaging Mace power: Merrill Pegsworthy. It is a boon, so Hayato draws it.

The samurai unties the woman, who gratefully tells him that she is Merrill Pegsworthy, captain of the Grievous Slog. Her boat had been captured by a rogue military vessel, and that the marine had brought her to the jungle to kill her, away from prying eyes. The two shake hands, and Pegsworthy leaves in search of her ship.

Discard Merril Pegsworthy to explore Jungle Card #3: Sniper Goggles. Auto-fail check to acquire.

As he moves to go from the location, he hears a crunch underfoot. He looks down to discover he has stepped on some expensive google that Pegsworthy dropped in her haste to get out. Ah well, they are worthless now.

Discard Warhorse to explore Jungle Card #4: Gargoyle Sniper
Sniper BYA damage, since Hayato auto-fails the Perception check: 1d4 - 1 ⇒ (3) - 1 = 2
Recharge Four-Mirror Armor for damage

As he begins to move into the jungle in earnest, he hears a whizzing sound, and suddenly finds himself flat on his back, an arrow stuck in his armor. He wriggles out of the armor, keeping low to the ground. Through the trees he sees a gargoyle hefting a crossbow, reloading and grinning at the ronin. Hayato raises his mace high and charges.

Combat 18 to defeat Gargoyle Sniper, revealing Pillaging Mace and treating it like the first combat of turn from Warhorse power: 1d10 + 6 + 1d10 + 1d8 + 1 ⇒ (6) + 6 + (5) + (5) + 1 = 23

Hayato looks at his new mace appreciatively - the thing is weighted well, and has now served him to help him defeat two combatants in as many minutes.

Examine next card in location as per Pillaging Mace power: Periscope. It is a boon, so Hayato draws it.

Next to the weird gargoyle, Hayato finds an ornate periscope, clearing up the mystery of how the samurai was sighted in the first place. Hayato gazes through it to see what can be seen.

Discard Periscope to examine the bottom 2 cards of location deck and put them back in any order: Cryptic Runes and Blessing of Abadar. Switch the order; someone can either use the Blessing to explore the Henchman, or if they have a means of gaining a second explore, they can use the blessing on it.
Reset hand and end turn

Hayato wrote:

Hand: Pillaging Mace, Blessing of the Lord in Iron, Flaming Longsword +3, Impervious Fortress Plate, Frost Lance +2,

Displayed: Four-Mirror Armor,
Deck: 15 Discard: 4 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6A: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 4: Hayato/Blessing of Milani
Move to Mancatcher Cove
Explore Mancatcher Cove card #1: Heavy Crossbow

Hayato starts his search for the relics in a innocent-looking cove dotted with healthy palm trees and chattering monkeys. Half-buried in the sand he find a large, heavy crossbow. Why is it here; where is its owner?

Dexterity 7 to acquire Heavy Crossbow: 1d6 + 2 ⇒ (3) + 2 = 5

He inspects it, but the sand has gummed up it works and the thing no longer functions. He leaves it for whoever left it here.

[ooc[]Discard Viking Shieldmaster to explore Mancatcher Cove card #2: Canopy Creeper[/ooc]

Hayato stands and scans the horizon, wondering how his companions are faring. He feel a slight tickle as someone puts their arm on his shoulder. He looks up to see that it is no person - but another carnivorous plant! Thank goodness he brought his lance.

Auto-fail BYA Wisdom check; difficulty is increased by 3.
Combat 15 to defeat Canopy Creeper, revealing Frost Lance +3, being alone at location, it being first combat of turn, and adding d4 for Viking Shieldmaster power: 1d10 + 6 + 2 + 1d10 + 1d4 + 1d8 + 2 ⇒ (6) + 6 + 2 + (2) + (1) + (2) + 2 = 21

The plant is nothing a good old-fashioned pruning cannot address. Hayato enters the treeline and begins his search in earnest.

Recharge Surgeon to shuffle Viking Shieldmaster back into deck. Display Four-MIrror Armor. Reset hand and end turn, discarding Heavy Crossbow

Hayato wrote:

Hand: Pillaging Mace, Warhorse, Flaming Longsword +3, Impervious Fortress Plate, Frost Lance +2,

Displayed: Four-Mirror Armor,
Deck: 16 Discard: 1 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6A: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Replacing Cat-O'-Nine-Tails with Flaming Longsword +3.


Hayato will start at the Jungle, but just to avoid the first SOT check at Mancatcher Cove before he moves there.

Hayato wrote:

Hand: Four-Mirror Armor, Surgeon, Viking Shieldmaster, Impervious Fortress Plate, Frost Lance +2,

Displayed:
Deck: 17 Discard: 0 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6A: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Scenario Reward:
Select Weapon and draw the only AD#5:
1 - Celestial Crossbow +3, 2 - Flaming Longsword +3: 1d2 ⇒ 1
Of course. Nope, can't use that.

Tier Reward:
Card Feat: Weapon (Pillaging Mace)

Deck Upgrade Rolls:
Weapon 5: 1d1000 ⇒ 893
Armor 5: 1d1000 ⇒ 330


Turn 27: Hayato/Blessing of Norgorber
Explore Coastline Card #1: Shrouded Queen

Hayato feels that his search is coming to an end, and he orders that the ship be stopped in a small lagoon where he senses his battle may be joined. The samurai hefts his spear, plants it in the sand, and waits for his enemy to emerge.

I have no idea what a Shrouded Queen looks like - hazards of playing this game without actual cards. So, PR-lite.

A planar outsider roils forth, something so foul that even the battle-hardened warrior must steel his stomach to face it.

Fortitude 12 for BYA, discarding Blessing of Shizuru and being alone at location: 1d8 + 4 + 2 + 1d8 ⇒ (7) + 4 + 2 + (2) = 15

But he is made of stern stuff. The two combatants roar, and battle is joined.

Combat 18 to defeat Shrouded Queen, it being first combat of turn, Hayato being alone at location, and revealing Jorgenfist Spear: 1d10 + 6 + 2 + 1d10 + 2d6 + 3 ⇒ (8) + 6 + 2 + (10) + (3, 1) + 3 = 33

After the first round of fighting, both are still standing... if a Shrouded Queen stands at all. Hayato aims at where he guesses her heart might be.

Combat 18 to defeat Shrouded Queen, Hayato being alone at location, and revealing Jorgenfist Spear: 1d10 + 6 + 2 + 2d6 + 3 ⇒ (10) + 6 + 2 + (6, 5) + 3 = 32

After repeated spearing, the thing shrivels up and disappears in a reeking puff of brimstone. Did it die? Hayato has no clue, but he picks up his spear and returns to the both. How did his companions fare, he wonders?

Villain defeated, and five-blessing counter begun. Reset hand and end turn.

Hayato wrote:

Hand: Four-Mirror Armor, Dragoon, Jinfu, Jorgenfist Spear, Gem of Physical Prowess,

Displayed:
Deck: 12 Discard: 6 Buried: 0
Notes: Shirt re-roll used, Scenario 0-5C: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861

Display Four-Mirror Armor

Hayato wrote:

Hand: Dragoon, Jinfu, Jorgenfist Spear, Gem of Physical Prowess,

Displayed: Four-Mirror Armor,
Deck: 12 Discard: 6 Buried: 0
Notes: Shirt re-roll used, Scenario 0-5C: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 22: Hayato/Blessing of Erastil
Hayato would have trouble closing the Jungle, so moving to Coastline to clear last non-villain monster

Hayato trawls the coastline for those who might try to harm his companions.

Explore Coastline card #1: Kapre
Discard Impervious Fortress Plate for BYA damage

Another plant thing rises to meet him. What strange magic affect the plantlife in these waters? Hayato uses his spear to try to keep the thing from eating his cabin boy.

Combat 20 to defeat Kapre, being alone and revealing Jorgenfist Spear and it being first combat check of turn: 1d10 + 6 + 2 + 1d10 + 2d6 + 3 ⇒ (7) + 6 + 2 + (5) + (1, 5) + 3 = 29 Defeated

Once again, the local flora is no match for a pointed stick. The samurai swirls the stick about the waters to be sure nothing else lurks below.

Reset hand and end turn

Hayato wrote:

Hand: Blessing of Shizuru, Dragoon, Jinfu, Jorgenfist Spear, Gem of Physical Prowess,

Displayed:
Deck: 13 Discard: 5 Buried: 0
Notes: Blessing as needed. Shirt re-roll used, Scenario 0-5C: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Turn 17: Hayato/Blessing of Erastil
Move to Jungle
Explore Jungle card #1: Pteranodon. Auto-fail check to acquire, and banish.

Hayato sails back into the effulgent waters of the open sea, and then bears due south where the air grows thick and cloying. A stand of mangroves appears on the horizon and marches toward him, Birnham Wood come to Dunsinane. A massive scaled beast soars lazily overhead; the samurai has returned to the jungle. Hayato mounts a sturdy warhorse and enters the mangroves.

Discard Warhorse to explore Jungle card #2: Vrykolakas

A ghastly thing rises before him, and Hayato leaps from the horse to meet it.

Combat 20 to defeat Vrykolakas, revealing Jorgenfist Spear, Hayato being alone, and it being first combat of turn: 1d10 + 6 + 2 + 1d10 + 2d6 + 3 ⇒ (2) + 6 + 2 + (10) + (6, 1) + 3 = 30

The ronin drives his spear through the thing, pinning it to the side of a mangrove. It fails crazily, eyes agog, spraying foul poison in every direction, including the samurai's unprotected eyes. The flailing slows, and finally stops. Hayato removes his spear and cleans it in the cool waters under the mangrove.

AYA Poison Damage: 1d4 ⇒ 1 Discard Dwarven Earthbreaker +1 for damage.
As suggested, I will not do the close check. Reset hand and end turn. I will move to Shrine and get to work next turn; there is an item, blessing and barrier left at Jungle.

Hayato wrote:

Hand: Blessing of Shizuru, Dragoon, Impervious Fortress Plate, Jorgenfist Spear, Gem of Physical Prowess,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Notes: Blessing as needed. Shirt re-roll used, Scenario 0-5C: Not yet
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [X] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
[X] When you are the only character at your location, add 1 [X]2 to your checks

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861

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