Since guarding is rather limited, I'll start at the Chambers with Varian. Far too much weapon support in opening hand, feel free to use it so I can cycle the deck a bit.
Displayed: Deck: 13 Discard: 0 Buried: 0
Hero Points: 2
NOTES: Available Support: On any Craft, Diplomacy, Disable, or Stealth check recharge (Unhallowed:Discard) The Joke to bless.
On a check to acquire a Boon 3, discard (Unhallowed: bury) Blessing of Wadjet to add 2d8
Need Intel?: Recharge a weapon to examine top card of my location
Local Combat: Recharge Whip, Shuriken, Fan to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Spider (Core), Blessing of Abadar, Glamered Leather Armor, The Locksmith, Mouse, Blowgun, Blessing of Urgathoa, Daggermark Poisoner, Gem of Physical Prowess, The Wanderer, Bloodroot Poison, Blue Star, Armor of Insults
Recharged: Discard Pile: Buried Pile:
Favored Card: Weapon Hand Size: 5 ☑ 6☐ 7 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top (☐ or bottom), card of your location deck.
On your check that invokes Poison (☐ or Acid or Undead)(☐ or Obstacle or Trap), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth (☐ +2).
□ When a Poison item requires you to banish or bury a card from your hand or deck, you may discard (□ or recharge) it instead. ☑ You may ignore a monster’s immunity to the Poison trait.
□ After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Blessing 3:1d1000 ⇒ 999 - Blessing of Urgathoa (Wow! I went from rolling a 7 in my other game, to rolling a 999 here! Talk about extremes)
Weapon 3:1d1000 ⇒ 623 - Shock Kukri
Hero Point: Card Feat (either Blessing or Weapon, depending which I add to the deck)
With the declaration that they've now won, Zadim heads up to the balcony to claim their prize. He keeps his guard up though, peaking out before stepping out... and apparently he was nervous with good reason, as he spots a mean-looking thug waiting to ambush him. Zadim quickly turns the ambush around, and after a few moments of struggle he manages to overpower and dispatch the thug. "Make sure he's got nowhere to run to, I'll find this 'emperor'" he calls down to his friends, before turning to follow where the emperor disappeared.
Recharge Squealing Pig (or now I guess Thug?) from hand to examine top card - Throne Room #1: Thug
Free Exploration - Throne Room #1: Thug
BYA - Strength 4+#=8:1d8 ⇒ 4 - Failed:1d4 ⇒ 2 Combat Damage. Draw Gray Maiden Plate to reduce damage by 2. Display Gray Maiden Plate.
Reveal Shuriken +1 for combat. Reveal Blue Star (using Shuriken gametext) to add +1d4. Recharge Scorpion Whip to add Stealth
Check to Defeat - Combat 10+##=18:1d8 + 4 + 1d4 + 1d4 + 1d8 + 4 ⇒ (2) + 4 + (1) + (2) + (1) + 4 = 14 - Holy crow. I'll use my shirt reroll on that, because that's too many 1s and 2s.
Check to Defeat - Combat 10+##=18:1d8 + 4 + 1d4 + 1d4 + 1d8 + 4 ⇒ (3) + 4 + (1) + (2) + (7) + 4 = 21 - Much better! Defeated, non-closing.
Recharge Wand of Acid Burst to examine the top card - Throne Room #2: Giantbane Greataxe
Fire Damage:1d4 - 2 ⇒ (1) - 2 = -1
Draw 3 to reset my hand and end my turn.
Displayed:Bloodroot Poison, Gray Maiden Plate,
Deck: 12 Discard: 2 Buried: 2
Hero Points: 2
NOTES: Available Support: On any Craft, Diplomacy, Disable, or Stealth check recharge The Joke to bless.
On any Acrobatics or Disable check, discard The Locksmith to bless twice.
On a check to acquire a Boon 3, discard Blessing of Wadjet to add 2d8
Need Intel?: Recharge Blue Star to examine top card of my location
Local Combat: Recharge Blowgun to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Venomous Fighting Fan +1, The Wanderer (Harrow), Ring of Protection, Vicious Scythe, The Rakshasa, Mouse, Spider (Core), Daggermark Poisoner, Gem of Physical Prowess, Humanbane Rapier
Recharged: Thug, Scorpion Whip, Wand of Acid Burst,
Discard Pile: Blessing of Abadar, Ruan Mirukova, Buried Pile: Slick Leather, Glamered Leather Armor,
Favored Card: Weapon Hand Size: 5 ☑ 6☐ 7 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top (☐ or bottom), card of your location deck.
On your check that invokes Poison (☐ or Acid or Undead)(☐ or Obstacle or Trap), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth (☐ +2).
□ When a Poison item requires you to banish or bury a card from your hand or deck, you may discard (□ or recharge) it instead. ☑ You may ignore a monster’s immunity to the Poison trait.
□ After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Random Card(s) Used:Ally 1, Blessing 1 Additional Info 2:Emperor Pile: Giantbane Greataxe, Remove Disease, Henchman Proxy B5 Base 1-7 remain
Zova - Plaza
Varian - Tenement 2-7 remain // (No More Pigs) Hakon - Den of Iniquity Random 3, 6 remain // 3=Haughty Nobles (No More Pigs) Zadim - Throne Room 2-5 remain // 2=Giantbane Greataxe
Turn 12, under the Harrow of the Winged Serpent
When this is the hour, your Ranged check is blessed. Blood Pig Bout:1d4 ⇒ 2 - Plaza
Move to the Plaza
Seeing the scuffle moving into the open Plaza, Zadim heads that way, intent on finding a greasy pig to capture.
Encounter Blood Pig Bout.
Reveal Shuriken +1 for combat. Reveal Scorpion Whip to add +1d4+1. Hour gives me a free Ranged bless.
Check to Defeat - Combat 12:2d8 + 4 + 1d4 + 1 + 1d4 ⇒ (4, 5) + 4 + (3) + 1 + (1) = 18 - Defeated
Draw Plaza 4 (Vicious Scythe).
He throws himself into the fight, finally coming away holding somebody else's large Scythe. "That's no weapon for a melee like this! Much too clumsy for close combat!" he mutters, as he throws it to one side.
Free Exploration - Plaza #5: Gray Maiden Plate
Reveal Blessing of Wadjet for +1d4
Check to Acquire - Constitution 11:1d8 + 1d4 ⇒ (7) + (4) = 11 - Wow, acquired!
He also finds a suit of armor that somebody had doffed during the melee. Thinking that it might at least help him from these gouts of flame that keep burning the armor off of him, he stores it somewhere for now.
Recharge Vicious Scythe to examine Plaza #6: Squealing Pig
Discard Ruan Mirukova to heal one (The Rakshasa). Deck shuffled. And explore - Plaza #6: Squealing Pig
Auto-acquire the Squealing Pig
At last, his prize! Zadim scoops up the slimey pig in his arms, poised to run back to the pits with it to claim his point!
Display Gray Maiden Plate.
Aflame:1d4 - 2 ⇒ (4) - 2 = 2 - Bury Glamered Leather to reduce to 0.
Reveal Blue Star to increase my max hand size to 7. Draw 2 The Joke to reset my hand and end my turn.
As the flames once again burn Zadim's armor clean off him, he quickly replaces it with the Gray Maiden armor he'd found earlier. Although not really his style, it will at least shield him from damage.
Displayed:Bloodroot Poison, Gray Maiden Plate,
Deck: 13 Discard: 2 Buried: 2
Hero Points: 2
NOTES: Available Support: On any Craft, Diplomacy, Disable, or Stealth check recharge The Joke to bless.
On a check to acquire a Boon 3, discard Blessing of Wadjet to add 2d8
Need Intel?: Recharge Wand of Acid Burst, or Blue Star to examine top card of my location
Local Combat: Recharge Scorpion Whip to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Venomous Fighting Fan +1, Gem of Physical Prowess, The Locksmith, Blowgun, Vicious Scythe, Mouse, The Rakshasa, Spider (Core), Ring of Protection, The Wanderer (Harrow), Armor of Insults, Daggermark Poisoner, Humanbane Rapier
Recharged: Discard Pile: Blessing of Abadar, Ruan Mirukova, Buried Pile: Slick Leather, Glamered Leather Armor,
Favored Card: Weapon Hand Size: 5 ☑ 6☐ 7 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top (☐ or bottom), card of your location deck.
On your check that invokes Poison (☐ or Acid or Undead)(☐ or Obstacle or Trap), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth (☐ +2).
□ When a Poison item requires you to banish or bury a card from your hand or deck, you may discard (□ or recharge) it instead. ☑ You may ignore a monster’s immunity to the Poison trait.
□ After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Notes for Hakon:Healed 1 Random Card(s) Used:Ally 1, Blessing 1 Additional Info 1:1/4 Squealing Pigs displayed at Pits Additional Info 2:Emperor Pile: Giantbane Greataxe Base 1-7 remain Pits 3-7 remain // 3=Dire Badger Hakon, Zova, Zadim - Plaza 7 remain // (No More Pigs)
Varian - Tenement 2-7 remain // (No More Pigs) Den of Iniquity Random 3-7 remain // 3=Haughty Nobles
Turn 8, under the Harrow of the Master of Masters
On your check, you may reroll any dice showing 1.
Start of turn, Blood Pig Bout moves to:1d5 ⇒ 1 Pits.
Zadim moves to Abandoned Shacks.
Blood Pig Bout moves the top card of the Pits (Giantbane Greataxe) into the Emperor Pile
Seeing the fighting moving back towards the pits, Zadim takes the opportunity to break away from the pack and try to find something else that could help give them the upper hand in this contest. He heads to where Hakon is, to see if he needs any help.
Finding a new set of shiny armor, Zadim picks it up... and then realizes that it's shiny because it's covered in oil. Well, could come in handy with all that's going on here, he slips into it.
To close, summon and defeat Thug.
Before acting, either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.
Before Acting - Strength 4+#+4=12:1d8 ⇒ 1 - Reroll 1s
Before Acting - Strength 4+#+4=12:1d8 ⇒ 3 - Failed.
Combat damage:1d4 ⇒ 4 - Bury Slick Leather to reduce to 0.
Suddenly a large thug shows up. "Oh, was this yours?" Zadim asks, pointing at the armor. Apparently, it was... because the Thug is very upset and forcibly rips it from Zadim's body. "Well, that's just rude. I have ways of dealing with rude people..." he says, pulling out his shuriken.
After several quick blows from Zadim's poisoned weapons, the thug falls over, twitches once, and then stops moving. Looking at Hakon, they agree that they shouldn't be here when somebody finds the body, so they both turn and run through the maze in opposite directions, unsure where they'll come out.
On closing, local characters move to random locations.
Hakon:1d5 - 1 ⇒ (3) - 1 = 2 - Plaza
Zadim:1d5 - 1 ⇒ (4) - 1 = 3 - Tenement
Ablaze damage:1d4 - 2 ⇒ (4) - 2 = 2 - Recharge Ring of Protection to reduce it to 0.
Reveal Blue Star to increase my hand size to seven. Draw 2 to reset my hand, and end my turn. Display Bloodroot Poison at the start of the next turn.
Displayed:Glamered Leather Armor, Bloodroot Poison,
Deck: 12 Discard: 2 Buried: 1
Hero Points: 2
NOTES: Available Support: On any Craft, Diplomacy, Disable, or Stealth check recharge The Joke to bless.
On a check to acquire a Boon 3, discard Blessing of Wadjet to add 2d8
Need Intel?: Recharge Blue Star to examine top card of my location
Local Combat: Recharge Scorpion Whip to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Gem of Physical Prowess, The Locksmith, Armor of Insults, Spider (Core), Humanbane Rapier, Daggermark Poisoner, Venomous Fighting Fan +1
Recharged: The Wanderer (Harrow), Wand of Acid Burst, Mouse, Blowgun, Ring of Protection,
Discard Pile: The Rakshasa, Blessing of Abadar, Buried Pile: Slick Leather,
Favored Card: Weapon Hand Size: 5 ☑ 6☐ 7 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top (☐ or bottom), card of your location deck.
On your check that invokes Poison (☐ or Acid or Undead)(☐ or Obstacle or Trap), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth (☐ +2).
□ When a Poison item requires you to banish or bury a card from your hand or deck, you may discard (□ or recharge) it instead. ☑ You may ignore a monster’s immunity to the Poison trait.
□ After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Notes for Hakon:Recharged Abadar's Law Random Card(s) Used:Random Ally 1, Random Blessing 1 Additional Info 1:1/5 Squealing Pigs displayed at Pits Additional Info 2:Emperor Pile: Giantbane Greataxe Base 1-7 remain Zova, Varian - Pits 5-10 remain Hakon - Plaza 4-10 remain
Zadim - Tenement 4-10 remain // 4=Squealing Pig Den of Iniquity 4-10 remain
Turn 4, under Nethys' Duality
On your check against a spell, add 1d4.
Spotting a greasy pig making a break for the Plaza area, Zadim quickly gives chase. As he arrives there he sees somebody else from another team making a dive for the pig, he quickly intercepts them. After a short scuffle, he successfully drives off the other player, but unfortunately not before the pig escapes as well.
Start of turn, Blood Pig Bout moves to 1d5 ⇒ 2 Plaza.
Zadim moves to Plaza to chase it.
End of move, encounter Blood Pig Bout.
Display Bloodroot Poison. Reveal Shuriken +1 for combat. Reveal Scorpion Whip to add 1d4+1. Reload Bloodroot Poison to add 1d8.
Check to Defeat: Combat 12+4=16:1d8 + 4 + 1d4 + 1 + 1d4 + 1 + 1d8 ⇒ (1) + 4 + (1) + 1 + (4) + 1 + (8) = 20 - Defeated.
Draw top of Plaza - Wand of Acid Burst acquired.
Stopping to take a quick look around and evaluate his surroundings, he spots a Wand that the other player had dropped in the scuffle. He scoops it up, gives it a glance, and then drops it into his pack. It's of no interest to him, though he might show it to Varian later and see if it's of any use. He also spots a magical ring nearby, and recognizing it as a fairly powerful protective magic, he quickly throws aside the banner that it was hidden under, and slips the ring on. With the occasional bursts of fire that somebody has apparently decided to add to the arena, this could definitely come in handy...
Free Exploration - Plaza #2: Banner of the Ancient Kings (or Random Item #1: Ring of Protection). Banish banner, encounter Ring.
Recharge The Wanderer to bless twice. Played my harrow, recharge Wand of Acid burst to draw 1 (Bloodroot Poison).
Check to Acquire - Constitution 9:3d8 ⇒ (7, 7, 1) = 15 - Acquired
Discard Mouse to explore - Plaza #3: Symbol of Sleep (mouse encountered a barrier, recharges instead of discard)
Harrow suit adds 1d4 to Intelligence non-combat checks. Discard Blessing of Abadar to bless twice.
Check to Defeat - Intelligence 8:3d8 + 1d4 ⇒ (6, 3, 6) + (1) = 16 - Defeated.
As he continues to dig around for anything useful, he spots the edge of something written on one of the crates. Move around to get a closer look... he realizes that he's fallen for a classic trap, as his eyes start to immediately drift closed. He steels himself and mutters a quick prayer to Abadar, and then manages to shake off the sleepy feeling. Just then a spout of flame erupts nearby, grazing Zadim's arm. He's startled by the heat and jumps... before realizing that it didn't actually burn him at all. That new ring he'd just picked up is definitely coming in handy already!
Display Glamered Leather Armor and Bloodroot Poison.
Aflame:1d4 - 2 ⇒ (3) - 2 = 1 fire damage, reveal Ring of Protection to reduce by 1.
Draw 3 to reset my hand and end my turn.
Displayed:Glamered Leather Armor, Bloodroot Poison,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 2
NOTES: Available Support: On any Craft, Diplomacy, Disable, or Stealth check recharge The Joke to bless.
Need Intel?: Recharge Blue Star or Blowgun to examine top card of my location
Local Combat: Recharge Scorpion Whip or Blowgun to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Gem of Physical Prowess, Blessing of Wadjet, Venomous Fighting Fan +1, Daggermark Poisoner, Spider (Core), Armor of Insults, The Locksmith, Humanbane Rapier
Recharged: The Wanderer (Harrow), Wand of Acid Burst, Mouse,
Discard Pile: The Rakshasa, Blessing of Abadar, Buried Pile:
Favored Card: Weapon Hand Size: 5 ☑ 6☐ 7 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top (☐ or bottom), card of your location deck.
On your check that invokes Poison (☐ or Acid or Undead)(☐ or Obstacle or Trap), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth (☐ +2).
□ When a Poison item requires you to banish or bury a card from your hand or deck, you may discard (□ or recharge) it instead. ☑ You may ignore a monster’s immunity to the Poison trait.
□ After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Zadim will start at the Abandoned Shacks, to provide potential combat support for anybody that finds themselves chasing a greasy pig in this general direction on the first turn.
Draw 6 for my starting hand. Add The Wanderer (Harrow) to my hand. Acquire and discard The Rakshasa using my reward power.
Seeing the messy looking pigs running around, Zadim looks sadly down at his armor. Then he decides that really, this is no worse than some of the blood stains he's washed off of it before, so surely he can make it work. He decides to embrace the fun of it, gives the group an uncharacteristic grin, and runs off to the far side of the area to start trying to corner piggies.
Displayed: Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
NOTES: Available Support: Against a barrier, discard Abadar to bless twice. (especially against the Bout, if you're worried you won't beat it)
If you moved, discard The Wanderer to bless twice.
Need Intel?: Recharge Scorpion Whip to examine top card of my location
Local Combat: Recharge Scorpion Whip to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blowgun, Spider (Core), Blessing of Wadjet, The Joke, Gem of Physical Prowess, Daggermark Poisoner, Humanbane Rapier, Venomous Fighting Fan +1, Armor of Insults, Blue Star, The Locksmith
Recharged: Discard Pile: The Rakshasa, Buried Pile:
Favored Card: Weapon Hand Size: 5 ☑ 6☐ 7 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top (☐ or bottom), card of your location deck.
On your check that invokes Poison (☐ or Acid or Undead)(☐ or Obstacle or Trap), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth (☐ +2).
□ When a Poison item requires you to banish or bury a card from your hand or deck, you may discard (□ or recharge) it instead. ☑ You may ignore a monster’s immunity to the Poison trait.
□ After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 10, under the Harrow of The Big Sky
At the start of your turn, you may remove 1 of your scourges.
Zadim leads the group running back into the main section of the manor where the last assassin must be hiding. With almost the entire building now aflame, time is running out.
Zadim runs past a spell scroll as it catches fire. No time to stop and trifle with such things!
Discard The Queen Mother to explore - Manor #7: Thunderstorm
Immediately displayed, no effect until the start of the next turn.
In the next room, the second floor threatens to collapse onto them, raining sparks and embers around the group. It's holding on so far, but not for much longer... time is of the essence!
Discard Spider to explore again - Manor #8: Horn of Blasting
Zova recharges Blessing of the Green Faith, because even though it's only an Item 2, we're not likely to get much else here after this.
Check to Acquire - Constitution 7:2d8 ⇒ (3, 8) = 11 - Acquired
As Zadim continues to scan for the assassin, he spots a horn on the ground. He quickly scoops it up, thinking it could at least be useful to summon help once they've dealt with the final foe.
Discard The Joke to explore again again - Manor #9: Red Mantis Assassins
Before Acting - Wisdom 4+4=8:1d6 ⇒ 5 - Failed, Difficulty increased by:1d6 ⇒ 4
Reveal Humanbane Rapier for combat +1d8 vs Human. Reload Humanbane Rapier for +1d4. Reload Spider Venom for +1d4 and Poison. Recharge Blowgun to add Stealth (+1d8+4). Recharge Scorpion Whip to add Intelligence (1d8)
Check to Defeat - Combat 10+4+4+4=22:1d8 + 4 + 1d6 + 1 + 1d4 + 1d4 + 1d8 + 4 + 1d8 ⇒ (2) + 4 + (4) + 1 + (2) + (2) + (6) + 4 + (8) = 33 - Defeated
Use Charisma to close. Varian recharges Asmodeus's Tyranny for +1d4 at an Urban location. Varian discards The Liar and the top 5 cards of his deck to super-bless the final closing check.
Check to Close - Charisma 5+4=9:1d4 + 1d4 + 6d4 ⇒ (4) + (1) + (4, 2, 1, 4, 4, 3) = 23 - Super-closed for the Win!
Finally, Zadim spots the last enemy. He runs at them, with his well poisoned rapier leading the way, quickly slicing the man down with little effort. As the group tumbles back out of the flaming house into the fresh air, a constable runs up to them, and tries to stop them from exiting, thinking they might be responsible for the fires. Zadim stumbles his words for a minute, before the suave Varian saunters over and easily smooth-talks their way past the man with little effort, so smoothly that by the end of it both the constable and Zadim believe that somehow the constable himself was more likely to be responsible for the fire than the group. As the constable stands confused, the group disappears around a corner into the night...
Turn 4, under the Harrow of The Theater
At the start of your turn, examine the top card of your location; you may encounter it.
Examine Bank #1: Helpful Haversack, and encounter.
Check to Acquire - Dexterity 6:1d8 + 2 ⇒ (3) + 2 = 5 - Failed, banished.
Recharge The Locksmith to examine top card of location - Bank #2: Crow.
Move to Storehouse.
Entering the money vault, Zadim takes a quick look around. He spots a bag on the floor, but picking it up finds that the magic has been damaged and it's no longer useful. Hearing a crow off in the distance, he makes a note to mention that to Zova, in case it can become a useful ally. Just as he's thinking this, he hears another commotion from the store room and runs back that direction.
Free Exploration - Storehouse #7: Red Mantis Assassin
Before Acting, Wisdom 4+#=4:1d6 ⇒ 2 - Failed.
Difficulty Increased by:1d6 ⇒ 4
Reveal Humanbane Rapier for combat, +1d8 vs Human. Reload Humanbane Rapier for +1d4. Reload Spider for +1d4 and Poison. Recharge Mouse to add +1d4. Recharge Blessing of Abadar to add Intelligence to a Poison check.
Check to Defeat - Combat 10+##+4=22:1d8 + 4 + 1d6 + 1 + 1d8 + 1d4 + 1d4 + 1d4 + 1d8 ⇒ (2) + 4 + (3) + 1 + (5) + (2) + (1) + (4) + (8) = 30 - Defeated.
Discard my hand (Gem of Physical Prowess) to close the location.
Draw 2 new items (Ring of Protection, Liquid Courage), and banish 1 (Liquid Courage).
Move to Manor. Zova moves to Bank, to keep us still mostly spread out.
End of turn, Examine:1d4 ⇒ 3 cards from Location:1d3 ⇒ 3 - Office
Office #4: Minotaur - Placed on bottom
Office #5: Keen Rapier - Banished
Office #6: Drowning Mud - Placed on bottom
End of turn, Ablaze:1d4 - 2 + 1 ⇒ (4) - 2 + 1 = 3 damage, recharge Ring of Protection to reduce damage by 3.
Rushing into the room, Zadim brandishes his rapier at the assassin. The poison-tipped blade quickly pierces his foe, striking him to the ground. Looking around the store room, he confirms that it is now empty and secured before moving off to meet up with Hakon. Luckily, on his way out he spots the glint of a magical ring, and scoops it up.
Displayed:Armor of Insults, Spider Venom,
Deck: 8 Discard: 2 Buried: 2
Hero Points: 2
NOTES: Available Support: Recharge the Joke to bless any Craft, Diplomacy, Disable, or Stealth check
Need Intel?: Recharge Blowgun or Scorpion Whip to examine top card of my location
Local Combat: Recharge Blowgun or Scorpion Whip to add 1d8+4
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Wadjet, Daggermark Poisoner, Venomous Fighting Fan +1, Shuriken +1
Recharged: The Locksmith, Mouse, Blessing of Abadar, Ring of Protection,
Discard Pile: The Vision (Harrow), Gem of Physical Prowess, Buried Pile: Blue Star, Glamered Leather Armor,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 2, under the Harrow of The Wanderer
When a local character fails to acquire a boon, you may bury a card to encounter it.
Move to Blood Pool
Zadim quickly grabs what fire-fighting supplies he can find, and rushes down to the basement to attempt to locate the source of the fire.
Free Exploration - Blood Pool #1: Red Mantis Assassin
Display Armor of Insults.
Discard The Vision to bless, name 1.
Before Acting - Wisdom 4+4=8:2d6 ⇒ (1, 2) = 3 +3 = 6. Failed.
Difficulty to defeat increased by:1d6 ⇒ 4
Harrow Card played - Recharge Mouse, Blessing of Abadar, Blessing of Wadjet to draw 3 (Glamered Leather Armor, The Locksmith, Scorpion Whip).
Reveal Venomous Fighting Fan for combat. Recharge Venomous Fighting Fan to add +1d12 + Poison. Recharge Scorpion Whip to add Stealth. Recharge The Locksmith to add Intelligence. Display Spider Venom.
Check to Defeat - Combat 10+2x4+4=22:1d8 + 4 + 1d4 + 1 + 1d12 + 1d8 + 4 + 1d8 ⇒ (2) + 4 + (1) + 1 + (6) + (4) + 4 + (5) = 27 - Defeated.
Bury Blue Star and Glamered Leather Armor to close.
Closed: Heal 1:1d2 ⇒ 1 - The Queen Mother, shuffled into draw deck (deck shuffled).
Move to Bank.
As he's about to run down the stairs, Zadim suddenly has a vision... he sees an assassin in the basement, setting fires. With this foresight, Zadim runs down the stairs ready for battle! But unfortunately, the assassin hears him coming and is prepared anyway, getting the drop on Zadim.
But Zadim is prepared for battle as well, and fights fiercely. With a poison-coated fan in one hand and a poisonous whip in the other, Zadim dances around the assassin, slicing him over and over with the poisonous attacks. Quickly the assassin is overwhelmed by the poison running through his veins, and he collapses to the ground dead.
Zadim tries to put out the fires in the basement, and then seeing that the job here is done he runs back up the stairs, and towards another storage area in search of more flames to extinguish.
End of Turn Deadly Blaze:1d4 - 2 + 1 ⇒ (2) - 2 + 1 = 1 - Meh, my hand is already empty. ;-)
Random Location:1d4 ⇒ 4 - Storehouse
# Cards:1d4 ⇒ 2
Storehouse #1: Magic Chain Shirt - Banished
Storehouse #2: Wyrmsmite - Banished (boo)
Draw 6 to reset my hand.
Displayed:Armor of Insults, Spider Venom,
Deck: 8 Discard: 1 Buried: 2
Hero Points: 2
NOTES: Available Support: Use Blessing of Abadar if you hit a hard barrier
Use The Locksmith for Acrobatics or Disable
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Daggermark Poisoner, Shuriken +1, Scorpion Whip, The Queen Mother, Venomous Fighting Fan +1, Blowgun, The Joke, Blessing of Wadjet
Recharged: Discard Pile: The Vision (Harrow), Buried Pile: Blue Star, Glamered Leather Armor,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Deck Upgrade: Armor 2 (Upgrade Studded Leather Armor to Glamered Leather Armor)
Start at Storehouse
Draw 7 (6 + Storehouse) for opening hand.
Add The Vision (Harrow) to opening hand.
Discard The Queen Mother from random blessings.
Displayed: Deck: 10 Discard: 1 Buried: 0
Hero Points: 2
NOTES: Available Support: Use Blessing of Abadar if you hit a hard barrier
Movement: Keep me with the group
Other: 3A Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Humanbane Rapier, The Joke, Scorpion Whip, Daggermark Poisoner, Gem of Physical Prowess, Glamered Leather Armor, Blowgun, Shuriken +1, Spider (Core), The Locksmith
Recharged: Discard Pile: The Queen Mother, Buried Pile:
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Zadim continues to sit in his lookout location as the rest of the group gathers in the guardhouse. When Varian enters last, the undead in the next room finally burst forth. As Varian rushes to engage the mummy, Zadim whips a shuriken towards it from the shadows, to help Varian with the fight.
With the mummy defeated, and the group gathering, Zadim takes point and moves into the next room. As he enters, he spies a vampire alchemist off on the far side, likely the person that sent the mummy out after them. Zadim wields his rapier and charges.
Free Exploration - Oubliette #2: Vampire
Recharge Daggermark Poisoner to reveal Humanbane Rapier for combat. Recharge Joke to recharge Venomous Fighting Fan +1 to add 1d8+4.
Combat 10+6=16:1d8 + 4 + 1d6 + 1 + 1d8 + 4 ⇒ (8) + 4 + (1) + 1 + (3) + 4 = 21 - Defeated
Varian takes second combat check
Zadim strikes quickly against the vampire, hitting it several times in quick succession. As he tires he looks over and see Varian preparing a spell. The two have now travelled together enough that Zadim has started to recognize that look in the half-elf's eyes. As the air fills with static energy, Zadim quickly hits the ground just as a bolt of lightning flies over his head, striking the vampire fully in the chest. As the vampire falls to dust, Zadim stands back up and brushes himself off. "Thanks for the assist" he nods.
Closing Henchman defeated, attempt to close.
Hakon plays Good Omen to add +1d6+1 to a close attempt. Harrow +1d4.
Check to Close - Constitution 5+2=7:1d8 + 1d6 + 1 + 1d4 ⇒ (2) + (2) + 1 + (4) = 9 - Location closed, the party moves to the Pits.
Looking around, Zadim spots that the guardhouse is now empty. He moves over to secure the gate and ensure that nobody else is following behind us. The door sticks briefly, and he has to really throw his back into it (with Hakon throwing a supportive spell at him) before he finally gets it secured.
With that finally done, he looks around at the group. "Well, only one place left for her to hide. Shall we?" he gestures to Hakon to take point towards the Pits...
Besieged - suffer 1 damage on movement. Recharge Armor of Insults to reduce damage to 0.
End of turn. Display Spider Venom and draw 4 to reset my hand.
Withering - Bury:1d5 ⇒ 5 Blessing of Wadjet
Displayed:Spider Venom,
Deck: 5 Discard: 4 Buried: 5
Hero Points: 2
NOTES: Available Support: Need Intel?: Recharge Blowgun to examine top card of my location
Local Combat: Recharge Blowgun, Scorpion Whip, or Keen Starknife to add 1d8+4
Movement: Keep me with the group
Other: 2D Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Shuriken +1, Daggermark Poisoner, The Joke, Venomous Fighting Fan +1, Armor of Insults,
Discard Pile: Mouse, The Locksmith, Gem of Physical Prowess, Blessing of Abadar, Buried Pile: Blue Star, Spider (Core), The Mountain Man, The Dance, Blessing of Wadjet,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Notes for Zova:The Real Rabbit Prince arrives in your Discards.
1 Ranged Combat Damage from Besieged Pits Notes for Varian:1 Ranged Combat Damage from Besieged Pits Notes for Hakon:2 Ranged Combat Damage from Besieged Oubliette. Given Enervation.
1 Ranged Combat Damage from Besieged Pits
Used Good Omen
Turn 11, under:1d19 + 6 ⇒ (5) + 6 = 11 the Harrow of The Carnival
All damage is Mental damage that cannot be reduced.
Zadim continues to explore the guardhouse. Poking his head into the next room, he is stunned to find a lower planar being there. "That wizard must have summoned a pet..." he mutters as he draws his rapier and charges, throwing the new starknife ahead of himself with the other hand.
After a hard fought battle in which the devil almost gained an upper hand, Zadim finally emerges victorious. He stops to catch his breath while he listens at the next door. Hearing the moaning of undead from behind it, Zadim decides that it's time to pause for a minute and regain his strength before he'll be ready to face them.
Recharge Studded Leather Armor to examine - Oubliette #6: Mob of Undead
Too risky to continue with this depleted hand (and some of those undead could be nasty, some of us don't even have weapons right now) so better to wait until everybody is equipped up or grouped up to continue.
Draw 3 to reset my hand and end my turn.
Withering - Bury:1d6 ⇒ 1 The Dance
Displayed:Armor of Insults,
Deck: 5 Discard: 5 Buried: 4
Hero Points: 2
NOTES: Available Support: Any Craft, Diplomacy, Disable or Stealth: Discard (unhallowed) The Joke to bless
Movement: Keep me with the group
Other: 2D Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: The Sickness (Harrow), Scorpion Whip, Blowgun, Keen Starknife, Studded Leather Armor,
Discard Pile: Mouse, The Locksmith, Gem of Physical Prowess, Blessing of Abadar, Blessing of Wadjet, Buried Pile: Blue Star, Spider (Core), The Mountain Man, The Dance,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Status Link Most Recent BR Refresh Hourglass is off by 1, and shuffled after Asmodeus's Tyranny Notes for Hakon:Healed 1, get rid of Plagued Random Card(s) Used:Ally 1 Additional Info 1:Hourglass 2: Iomedae's Justice (Acquired!) and Hourglass 23: The Waxworks shuffled into Cell, then banished when Cell closed. Hourglass Shuffled after the Hour of Asmodeus's Tyranny Additional Info 2:Hourglass 11 drawn randomly
Turn 7, under the Blessing of Desna's Freedom
On each check, the first blessing played to bless may be played freely.
Zadim continues to explore the guard house, looking for any other allies that wizard might've had nearby. As he's peeking around a door, he's suddenly enveloped in an ochre mist. It seems to hover for a moment around him, before coalescing around a small jar that he keeps in his belt pouch, containing a spider that he occasionally milks for its deadly venom. When it moves away from the jar again, Zadim can see that the spider is curled up dead... this mist has sucked the very life essence from it, strengthening itself in the process. He jumps back away from the mist, realizing what it is, and draws his rapier.
With some skilled sword work, made even more impressive by the fact that he's slashing at a cloud of mist, Zadim manages to disperse the ... creature? Continuing to look around, he spots a harrow card on the ground. Although he doesn't know much about harrow cards, and doesn't recognize this one at all, he does notice that it is of the suit of Shields, which is supposed to be a good omen this month. Hopefully, that holds...
Discard Blessing of Abadar to explore - Oubliette #2: The Mountain Man
Harrow suit +1d4. Reveal Blessing of Wadjet to add +1d4.
Check to Acquire - Constitution 4+3=7:1d8 + 1d4 + 1d4 ⇒ (8) + (4) + (4) = 16 - Acquired
Trying the next door, he finds the guard post armoury. A good omen, indeed! Quickly scouring the walls for any weapons that might suit him, he spots a very sharp and well balanced starknife. He tosses it in the air a few times to test the heft of it, and finding it quite impressive he slips it into his pack.
Discard The Mountain Man to explore - Oubliette #3: Keen Starknife
Reveal Blessing of Wadjet to add +1d4.
Check to Acquire - Acrobatics 12:1d8 + 4 + 1d4 ⇒ (4) + 4 + (4) = 12 - Acquired
Continuing to look through the armoury, Zadim spots a throwing axe. Unfortunately when he tries to toss it into the air to test it out, it clambers loudly to the floor. Not nearly as well balanced... and now he's made noise. Zadim curses himself for getting carried away his haul here, and quickly leaves the room, on guard for anybody else that might've been attracted to the loud sound.
Discard Blessing of Wadjet to examine - Oubliette #4: Returning Throwing Axe. Then explore.
Check to ACquire - Dexterity 10:2d8 + 2 ⇒ (2, 2) + 2 = 6 - Failed, banished.
Display Armor of Insults. End turn, burying:1d7 ⇒ 6 The Mountain Man. Draw 4 to reset my hand. Draw 4 to reset my hand.
Displayed:Armor of Insults,
Deck: 5 Discard: 6 Buried: 3
Hero Points: 2
NOTES: Available Support: Any Craft, Diplomacy, Disable or Stealth: Discard (unhallowed) The Joke to bless
Movement: Keep me with the group
Other: 2D Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Daggermark Poisoner, Shuriken +1, Spider Venom
Recharged: The Sickness (Harrow), Scorpion Whip,
Discard Pile: The Dance, Mouse, The Locksmith, Gem of Physical Prowess, Blessing of Abadar, Blessing of Wadjet, Buried Pile: Blue Star, Spider (Core), The Mountain Man,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 3, under the Harrow of the Paladin
When another character avenges your encounter, heal 1d4 cards.
Entering the bunker with the group, Zadim splits off towards the guard post to try to deal with the guards there before any can raise the alarm.
As he's approaching, suddenly he's hit in the chest with a bolt of flame. "Damn, they're got wizards..." he mutters under his breath, as he pulls his rapier and charges.
Free Explore - Oubliette #1: Evoker
Wow. Possibly the worst card to encounter on your first explore of your first turn, and at possibly the worst location to encounter it. Well that's just mean... Damage Type:1d6 ⇒ 4 - Fire
Before acting, suffer 2 Fire Damage - Discard Mouse and The Locksmith.
Reveal and reload Rapier to use Combat for the defeat check. Reload Spider to add +1d4 +Poison. Recharge The Sickness to add my Intelligence to a Poison check.
Check to Defeat - Combat 10+3+3=16:1d8 + 4 + 1d6 + 1 + 1d4 + 1d4 + 1d8 ⇒ (1) + 4 + (5) + 1 + (1) + (4) + (7) = 23 - Very dead, because I'm busy trying to clear my hand.
After acting, Fire Damage:1d4 + 1 ⇒ (3) + 1 = 4 - Discard Gem of Physical Prowess and Blue Star
He quickly closes the distance between himself and the halfling wizard, and quickly strikes him down with his poisoned blade. Unfortunately as the halfling dies, he detonates in a blaze of glory, the blast catching Zadim in the face. Although he's barely arrived at the guardhouse yet, he quickly stops to bandage up himself and treat his burns.
Hand is empty, draw 6 to reset my hand and end my turn.
End of turn, bury:1d5 ⇒ 5 Blue Star
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Card Feat: Ally. Added card: Mouse (L0 Ally)
Deck Upgrade: Weapon 2 (Upgrade Dawnflower's Petal to Venomous Fighting Fan +1)
Draw 6 for opening hand. Add The Sickness (Harrow) to opening hand. Discard The Dance from random blessings.
Start at Oubliette
Displayed: Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
NOTES: Available Support: Local Dex or Stealth: Recharge Mouse for +1d4
Any Acro or Disable: Bury Locksmith to bless twice
Movement: Keep me with the group
Other: 2D Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Spider Venom, Armor of Insults, Scorpion Whip, The Joke, Shuriken +1, Blessing of Wadjet, Blowgun, Venomous Fighting Fan +1, Studded Leather Armor, Daggermark Poisoner, Blessing of Abadar
Recharged: Discard Pile: The Dance, Buried Pile:
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 11, under the Harrow of the Vision
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Examine Office #3: Giant Slug. Not Magic.
Move to Hospice
Zadim is busy cleaning up the body of Lamm when he gets a sudden vision of a slug nearby... shuddering slightly he thinks that seems more like Zova's domain than his own, so he leaves Zova with the slug and heads off to see where Varian and Radovan wandered off to.
Free Exploration - Hospice #2: Fiery Glare.
Reveal Blessing of Wadjet for +1d4
Check to Acquire - Intelligence 5:1d8 + 1d4 ⇒ (8) + (4) = 12 - Acquired
Finding them in the Sick Ward, Zadim starts to poke around for any evidence. He finds a pile of papers, but rather than being any usable evidence of any sort it turns out just to be a low level spell scroll. He pockets it in case Varian wants to check it out later, and then moves on.
Discard Blessing of Wadjet to explore - Hospice #3: Norgorber's Shadow
Blessing of Wadjet gives me +1 die
Check to Acquire - Stealth 5+3=8:2d8 + 4 ⇒ (2, 6) + 4 = 12 - Acquired
Up ahead he spots more of these creepy doctors guarding something. Seeing that there are two of them this time, he utters a short prayer to Norgorber to grant him extra stealth, and then feeling the blessing of the god fall over him like a dark shadow, he sneaks forward.
Discard Daggermark Poisoner to explore - Hospice #4: Queen's Physician
Recharge Norgorber's Shadow to bless.
Check to Defeat - Stealth 7:2d8 + 4 ⇒ (7, 2) + 4 = 13 - Defeated
Attempt to close, summon Queen's Physician
Discard Blessing of Abadar to bless.
Check to Defeat - Stealth 7:2d8 + 4 ⇒ (7, 5) + 4 = 16 - Defeated
Location is closed, no scourge to heal. Move to the Office. I presume Varian also moves to Office in case Urban bonus is needed to help acquire things.
Zadim sneaks up on both doctors one at a time, approaching them from the shadows and dispatching them before they can utter a sound to alert anybody. Soon enough, both of their bodies have been silently dragged off into the shadows where they won't be spotted right away. Zadim signals back to Varian and Radovan that the coast is now clear, and the sick ward has been secured.
Recharge Fiery Glare to examine Office #3: Giant Slug. Draw 4 to end my turn.
Displayed: Deck: 7 Discard: 3 Buried: 5
Hero Points: 2
NOTES: Available Support: Local Combat: Recharge Blowgun to add 1d8+4
After Slug, recharge Armor to examine final card
Any Craft, Diplomacy, Disable, or Stealth: Recharge The Joke to bless
Movement: Keep me with the group
Other: 2C Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blue Star
Recharged: The Survivor (Harrow), Dawnflower's Petal, Shuriken +1, Scorpion Whip, Norgorber's Shadow, Fiery Glare,
Discard Pile: Blessing of Wadjet, Daggermark Poisoner, Blessing of Abadar, Buried Pile: Spider (Core), Spider Venom, Studded Leather Armor, War Drum, The Locksmith,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Off-turn, recharge Shurikan +1. No boons to heal. Move to Blood Pool
Turn 7, under the Incitation
Zadim follows the others into the Experimentation Ward. Peeking ahead he quickly spots one of the "Nurses". He sneaks into the room past the nurse, and gathers up some of the notes that Varian had pointed towards. Having found what they were looking for, he's eager to leave this place, and guides the others back towards the office to see how Zova has done with those tigers.
Free Exploration - Blood Pool #3: Queen's Physicians.
Varian recharges Helpful Haversack for +1d4 Urban.
Stealth 7:1d8 + 4 + 1d4 ⇒ (3) + 4 + (2) = 9 - Success
Bury War Drum and The Locksmith to close.
Heal The Theatre after closing.
Everybody rejoins Zova in the Office, now that the Tigers are gone.
Displayed: Deck: 8 Discard: 0 Buried: 5
Hero Points: 2
NOTES: Available Support: Local Combat: Recharge Scorpion Whip to add 1d8+4
Good Loot: Discard Blessing of Wadjet to add 2d8 to acquire
Any Barrier: Discard Abadar to bless twice
Movement: Keep me with the group
Other: 2C Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blue Star, The Joke, Armor of Insults, Blowgun, Gem of Physical Prowess
Recharged: The Survivor (Harrow), Dawnflower's Petal, Shuriken +1,
Discard Pile: Buried Pile: Spider (Core), Spider Venom, Studded Leather Armor, War Drum, The Locksmith,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 3, under the Harrow of the Brass Dwarf
The first time you discard cards as damage this turn, recharge 1 of them instead.
Following Varian and Radovan into the office, Zadim pokes around to see what interesting things he can find. In one cabinet he finds a large drum. Lifting it out, he looks over to Hakon and raises and eyebrow, thinking that the skald might find it more useful than himself. But seeing that the skald is busy for the moment, he just straps it to his back thinking that somebody might find some use at some point.
Free Exploration - Office #1: War Drum
Harrow Suit is Shields +1d4 Constitution. Reveal Blessing of Wadjet for +1d4
Check to Acquire - Constitution 4:1d8 + 1d4 + 1d4 ⇒ (5) + (3) + (2) = 10 - Success, Acquired
Continuing his examination he peeks into one of the back rooms, where he spots a pair of tigers pacing up and down the room looking aggressive. Definitely not what he'd expected to find here... Zadim quietly eases the door closed again and signals to the others to meet out near the front the office. "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."
Recharge Survivor to examine top of deck - Office #2: Biting Tigers
Considering that's a Combat 16+1d6 check that you need to beat by 5 to avoid an extra discard, seems like a waste for everybody here to do it, so I think I'll pass on encountering it right now. If everybody else wants to head away to another location first, I can pass the non-combat check pretty easily next turn, but most other people don't have the non-combat skills.
Recharge Dawnflower's Petal to examine top of deck - Office #2: Biting Tigers. Surprise! ;-)
Just clearing my hand a bit.
Displayed: Deck: 9 Discard: 1 Buried: 3
Hero Points: 2
NOTES: Available Support: Local Combat: Recharge Shuriken +1 to add 1d8+4
Good Loot: Discard Blessing of Wadjet to add 2d8 to acquire
Any Acro or Disable: Discard Locksmith to bless twice
Any Barrier: Discard Abadar to bless twice
Movement: Keep me with the group
Other: 2C Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Scorpion Whip, Daggermark Poisoner, Blowgun, Gem of Physical Prowess, Armor of Insults, The Joke, Blue Star
Recharged: The Survivor (Harrow), Dawnflower's Petal,
Discard Pile: The Theater, Buried Pile: Spider (Core), Spider Venom, Studded Leather Armor,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Displayed: Deck: 7 Discard: 1 Buried: 3
Hero Points: 2
NOTES: Available Support: Need intel? Recharge The Survivor to examine top card of my location
Local Combat: Recharge Dawnflower's Blessing or Shuriken +1 to add 1d8+3
Good Loot: Discard Blessing of Wadjet to add 2d8 to acquire
Any Acro or Disable: Discard Locksmith to bless twice
Any Barrier: Discard Abadar to bless twice
Movement: Keep me with the group
Other: 2C Shirt Reroll NOT Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Scorpion Whip, Armor of Insults, Gem of Physical Prowess, Daggermark Poisoner, The Joke, Blue Star, Blowgun
Recharged: Discard Pile: The Theater, Buried Pile: Spider (Core), Spider Venom, Studded Leather Armor,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 16, under the Harrow of The Winged Serpent
Your Ranged check is blessed.
Move to Abandoned Shacks
Feeling greatly refreshed from his stop in the base, Zadim rushes off to the Abandoned Shacks to join Hakon in the hunt.
Free Exploration - Abandoned Shacks #1: Vampire
Reveal Shuriken +1 for combat (recharge Daggermark Poisoner). Blessed by the hour. Zova discards Urgathoa's Gluttony (recharging Caltrops) to bless twice.
Check to Defeat - Combat 10+## = 16/21:4d8 + 3 + 1d4 + 1 ⇒ (6, 7, 4, 6) + 3 + (3) + 1 = 30 - Success
Recharge Gem of Physical Prowess (recharge Blue Star) to use Constitution instead of Divine. Varian discards The Brass Dwarf (recharging The Joke) to bless twice. Harrow Suit +1d4.
Check to Defeat - Divine/Constitution 7+# = 10:3d8 + 1d4 ⇒ (3, 6, 5) + (3) = 17 - Defeated.
Very quickly, Hakon points him towards the shack that he's cornered a Vampire in. Zadim sneaks up to the door, and feeling like it's a good time to keep his distance, he breaks out his shuriken. Cursing that all of his poisonous accoutrements won't be of any use here, he takes his time to aim a careful shot from the shadows outside, striking the vampire. Hakon then runs in, holding a powerful magical gem in front of him and channeling his very life energy through the gemstone, where it is reflected towards to the vampire like a ray of pure sunlight. Sure enough, the vampire dissipates into a puff of smoke.
Unfortunately, before Zadim and Hakon can celebrate the victory, a door opens and a zombie comes shambling out towards them.
Danger to Close: Blood Veil/Zombie Minion:1d2 ⇒ 2 - Zombie Minion
Reveal Shuriken +1 for combat. Blessed by the hour.
Check to Defeat - Combat 9/14:2d8 + 3 + 1d4 + 1 ⇒ (8, 4) + 3 + (4) + 1 = 20 - Success
Reveal Shuriken +1 for combat. Blessed by the hour. Discard The Joke to bless.
Check to Defeat - Combat 11+# = 14/19:3d8 + 3 + 1d4 + 1 ⇒ (5, 5, 4) + 3 + (2) + 1 = 20
Zadim retrieves his shuriken from the pile of vampire dust, and hurls it at the zombie. Hitting it accurately, he strikes down the creature with the same ease that he defeated its master. The shack is quiet once more...
While closing, Villain is spotted. Location remains open with Villain present
... until Zadim hears a distant cackle from another nearby shack... his work here is not yet done.
Displayed:Studded Leather Armor, Grounded Studded Leather,
Deck: 7 Discard: 6 Buried: 1
Hero Points: 2
NOTES: Available Support: Local Combat: Recharge Dawnflower's Blessing or Shuriken +1 to add 1d8+3
Good Loot: Discard Blessing of Wadjet to add 2d8 to acquire
Movement: Keep me with the group
Other: 2B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Scorpion Whip, Elixer of Love, Blessing of Abadar, Blowgun
Recharged: Daggermark Poisoner, Gem of Physical Prowess, Blue Star,
Discard Pile: The Peacock, The Locksmith, The Waxworks (Harrow), Spider (Core), Snake, The Joke, Buried Pile: Acid Flask,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Notes for Zova:Given The Dance. Discard Urgathoa's Gluttony and recharge Caltrops. Notes for Varian:Discard The Brass Dwarf (triggers Harrow Suit benefit, but your ally isn't yet in discard), recharge The Joke.
Varian - Graveyard
Hakon, Zadim - Abandoned Shacks 5 remain // 5 = Villain Zova - Den of Iniquity
Off-turn: Discarded Blessing of Abadar, moved to Den
Turn 12, under the Harrow of The Lost
When you would recharge a Magic boon, discard it instead.
Lacking in... hand, I move to The Base.
After helping Hakon clean out the shop, Zadim makes a quick stop back at the base to find some reinforcements.
Free Exploration - Vencarlo Orisini, Trinia Sabor, Cressida Kroft
Acquire Cressida, and Bury her to draw a new Armor. Random Armor 1: Grounded Studded Leather
Display Grounded Studded Leather.
Zadim is healed for 1: (Blessing of Abadar). Deck shuffled.
He runs into Vencarlo, Trinia, and Cressida deep in a tactical conversation. Pulling Cressida aside, he shows her his tattered studded leather armor. "It's served me well, but I fear it's showing wear from it's service. Do you have anything that might be a little more durable?" She leads him to the armoury and offers a similar suit, but this one magically enchanted. "It will do! Thank you as always, Cressida!"
Donning the new armor and stopping briefly by the medic to have some bandages applied to his wounds, Zadim prepares to rejoin his friends and finish this.
Displayed:Studded Leather Armor, Grounded Studded Leather,
Deck: 8 Discard: 5 Buried: 1
Hero Points: 2
NOTES: Available Support: any Craft, Diplomacy, Disable, Stealth: Recharge the Joke to Bless.
Good Loot: Discard Blessing of Wadjet to add 2d8 to acquire
Movement: Keep me with the group
Other: 2B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Armor of Insults, Spider Venom, Rapier (Core), Elixer of Love, Blessing of Abadar, Blowgun, Scorpion Whip, Dawnflower's Petal
Recharged: Discard Pile: The Peacock, The Locksmith, The Waxworks (Harrow), Spider (Core), Snake, Buried Pile: Acid Flask,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Displayed:Studded Leather Armor,
Deck: 11 Discard: 5 Buried: 1
Hero Points: 2
NOTES: Available Support: Difficult Barrier: Discard Blessing of Abadar to bless twice.
Good Loot: Discard Blessing of Wadjet to add 2d8 to acquire
Movement: Keep me with the group
Other: 2B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Rapier (Core),
Middle of Deck (Unknown Order): Gem of Physical Prowess, Dawnflower's Petal, Daggermark Poisoner, Scorpion Whip, Spider Venom
Recharged: The Joke, Armor of Insults, Blue Star, Elixer of Love, Blowgun,
Discard Pile: The Peacock, The Locksmith, The Waxworks (Harrow), Spider (Core), Snake, Buried Pile: Acid Flask,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 8, under the blessing of Gozreh's Growth
On your check against an Animal or Elemental card, add 1d4.
Move to Shop
Realizing that the shacks aren't a friendly place for his pets to come out and play, and wanting to avoid the Graveyard and all of it's "immune to poison" menaces, Zadim moves towards the shops to investigate those.
As Zadim approaches the shop, he spots a nest full of angry wasps ahead. Thinking quickly, he pulls out that vial of Acid that he'd found, and splashes it on the nest, killing the wasps inside before they have a chance to attack. That was a close one, those things can be mean...
Discard Spider to explore - Shop #2: Elixer of Love
Reveal Blessing of Wadjet for +1d4
Check to Acquire - Craft 6:1d8 + 1 + 1d4 ⇒ (2) + 1 + (4) = 7 - Success, acquired.
Entering the shop to look around, Zadim spots another vial of liquid. This one, meant for seducing people. Knowing that he could always use some help in that area, Zadim speaks with the shopkeep about it. Although the shopkeep isn't impressed by Zadim's alchemical knowledge, it seems that the god of trade has smiled upon him, and he manages to haggle for a fair price.
Discard Snake to explore - Shop #3: Wyvern Blade Trap
Check invokes Poison, recharge Blue Star to add Intelligence. Zova recharges Green Faith to bless.
Check to Defeat - Dexterity 10:2d8 + 1d8 ⇒ (6, 5) + (8) = 19 - Success, defeated.
After making his purchase, Zadim sneaks quietly into the back room of the shop to look for more clues for their mission. Unfortunately, it turns out that the shopkeep has his back room very well guarded, as a blade trap swings out towards Zadim. Zadim's knowledge of poison blades, as well as his quick reactions serve him well and he manages to avoid contact with the blade.
After that, Zadim stops for a minute to catch his breath before continuing onwards.
Displayed:Studded Leather Armor,
Deck: 8 Discard: 5 Buried: 1
Hero Points: 2
NOTES: Available Support: Difficult Barrier: Discard Blessing of Abadar to bless twice.
Local Combat: Recharge Blowgun or Shuriken +1 to add 1d8+3
Good Loot: Discard Blessing of Wadjet to ad 2d8 to acquire
Need Intel?: Recharge Elixer of Love or Blowgun to examine top card of my location
Movement: Keep me with the group
Other: 2B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Spider Venom, Gem of Physical Prowess, Scorpion Whip, Dawnflower's Petal, Daggermark Poisoner
Recharged: The Joke, Armor of Insults, Blue Star,
Discard Pile: The Peacock, The Locksmith, The Waxworks (Harrow), Spider (Core), Snake, Buried Pile: Acid Flask,
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 4, under the Harrow of the Sickness
When you suffer damage, suffer the scourge Plagued.
Move to Abandoned Shacks. Harrow of Keys avoided.
Following the others towards the abandoned part of town, Zadim takes his time peaking into several of the shacks, looking for any sign of their enemies.
Inside the first door, he finds a gauntlet with a large impaling spike sticking out of it. Feeling that this isn't his style of weapons, he quickly tosses it aside and moves on to the next hovel.
Discard The Waxworks to explore - Abandoned Shacks #2: Acid Flask
Played my Harrow, heal 0 allies and remove 0 scourges
Check to Acquire - Craft 4:1d8 + 1 ⇒ (8) + 1 = 9 - Acquired
In this one he finds a ruined alchemical lab. Digging around through the shards of glass, he manages to come up with one flask of liquid that he is able to easily recognize as a powerful acid. Thinking this could come in handy later, he slips it into a leather pouch to keep it safe.
Display Studded Leather Armor. Recharge Armor of Insults to examine Abandoned Shacks #3: Symbol of Fear. Reset my hand, revealing Blue Star to increase hand size to 7, and drawing 3.
Zadim wants to call to his new snake friend to sniff ahead, but something about this forsaken part of town has apparently put the animals ill at ease, and they're not willing to cooperate right now. So he peeks into the next doorway himself, and quickly pulls back when he spots a magical symbol inscribed on the wall inside. Luckily, he didn't get a look at the full symbol and trigger it's magic. He motions to Varian, requesting that he come and take a look at this symbol and see if he knows the appropriate counter-spell. Or in the case that a spell won't do it, maybe he at least knows where to toss this acid flask to cause the most disruption to the magic?
Displayed:Studded Leather Armor,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 2
NOTES: Available Support: Local Combat: Bury Blue Star to add 1d6+Poison
Local Combat: Recharge Blowgun to add 1d8+3
Local Combat: Banish Acid Flask to add 2d4+Acid
Local Lock or Trap Barrier: Banish Acid Flask to add 2d4+Acid
Good Loot: Discard Blessing of Wadjet to ad 2d8 to acquire
Need Intel?: Recharge Blue Star or Spider or Snake to examine top card of my location
Movement: Keep me with the group
Other: 1B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Shuriken +1, Daggermark Poisoner, Scorpion Whip, Dawnflower's Petal, Blessing of Abadar, Gem of Physical Prowess, Spider Venom
Recharged: The Joke, Armor of Insults,
Discard Pile: The Peacock, The Locksmith, The Waxworks (Harrow), Buried Pile:
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Notes for Zova:Recharge Blessing of the Green Faith Notes for Hakon:Given back Quartermaster Random Card(s) Used:Lightning Touch Acquired Additional Info 1:The Desert moved from Hourglass to Abandoned Shacks. Both Shuffled
Base 1-6 remain Graveyard 1-14 remain
Shop 1-12 remain Hakon, Varian, Zova, Zadim - Abandoned Shacks 3-13 remain // 3: Symbol of Fear (also here: The Desert) Den of Iniquity 1-12 remain
Seeing that Varian and Radovan are chasing down Jolistina, Zadim quickly moves to intercept the zombie attempting to ambush them.
Reveal Rapier for combat. Discard the Locksmith to bless twice.
Check to Defeat - Combat 11+6=17/22:3d8 + 3 + 1d8 ⇒ (6, 1, 4) + 3 + (8) = 22 - Defeated, and surpassed Harrow of Hammers.
With some quick bladework and rapid movements that the zombie was unable to follow, Zadim felled the beast. Though his friends do hear him muttering under his breath about how much easier it would've been if the foul creature had a working circulatory system that he could poison...
Seeing that Varian has chased the elf out of the manor, Zadim quickly moves toward the local store to make sure she hasn't ducked in there to hide.
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Favored Card: Weapon Hand Size: 5 ☑ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 18, under the Harrow of the Teamster
After your first exploration of your turn, you may discard a card to explore.
Harrow of Keys - Bury Sage from discards.
With the rest of the team closeby, Zadim carefully explores the docks, searching around all of the piles of crates and boxes all over. In one, he finds a breastplate. Much heavier than he normally wears, but might be useful in a pinch.
Behind another box, he spots the sea hag. As he moves towards her, a shark leaps out of the water at him, stunning Zova temporarily.
Using the Harrow, discard Dawnflower's Petal to explore - Docks #2: Yvicca
Before Acting - Zova is Dazed.
Before Acting - Summon Jigsaw Shark. Harrow of Crowns, difficulty +4.
Reveal Scorpion Whip for combat. Zova recharges Porcupine for +1d8. Recharge Magic Spiked Breastplate to add Intelligence (+1d8). Zova recharges Green Faith to bless.
Check to Defeat - Combat 11+4=15:2d8 + 1d8 + 3 + 1d8 + 1d8 ⇒ (8, 1) + (2) + 3 + (3) + (7) = 24 - Defeated.
Luckily with his poisoned whip and exact knowledge of anatomy in how best to deliver the poison, combined with Zova's knowledge of nature and animals (and an assist from her pet porcupine), the group works together and manages to strike down the creature, leaving them face to face with the hag.
Yvicca + Aquatic:1d4 ⇒ 3 +2 difficulty to both combat checks.
Reveal Scorpion Whip for combat. Recharge Gem of Physical Prowess to add Intelligence (+1d8). Recharge Shuriken +1 to add Stealth (+1d8+3). Varian buries Sage's Journal to add his Knowledge (1d12+3).
Check to Defeat - Combat 16:1d8 + 1d8 + 3 + 1d8 + 1d8 + 3 + 1d12 + 3 ⇒ (8) + (2) + 3 + (6) + (7) + 3 + (5) + 3 = 37 - Success
Reveal Scorpion Whip for combat. Recharge Blue Star to add Intelligence. Recharge Blowgun to add Stealth.
Check to Defeat - Combat 11:1d8 + 1d8 + 3 + 1d8 + 1d8 + 3 ⇒ (1) + (7) + 3 + (1) + (8) + 3 = 23
With Varian standing nearby yelling helpful bits of advice as he reads from his encyclopedia entry on the strengths and weaknesses of hags, Zadim again puts his whip and his strong knowledge of how to best utilize it's poison to use. Since Varian has informed him that hags are indeed NOT immune to poison, the team is able to make short work of this one, bringing her to swift justice.
Turn 14, under the Harrow of The Carnival
All damage is Mental damage that cannot be reduced.
Give Shield of Resistance back to Hakon
Recharge Rapier to examine Docks #3: Crow
Move to Boat
Zadim takes a look at the shield. "Not really my style, is it?" he asks, as he hands it back over to Hakon. He takes a glance around and spots a crow sitting nearby watching them with a great deal of intelligence behind its small beady eyes. "We should let Zova know about that, she's always looking for new friends". With that, Zadim heads down the dock towards the boat. Rumour has it there's an old hag in the boat that needs to face justice... and Zadim thinks he'd like to help deliver that.
Entering the boat, he waves at Varian and Radovan before starting his own room to room search. Unfortuntely, the first room he enters is a supply closet, and all he finds is a moldy old bag that some rats have already gnawed a hole through.
Reveal Blue Star for hand size +1, draw 2 to reset my hand.
Displayed: Deck: 15 Discard: 4 Buried: 1
Hero Points: 2
NOTES: Available Support: So many weapons... if somebody wants to fight the villain while I'm here, I'm happy to help. Unfortunately all these weapons also tend to make it hard to explore, so feel free to recharge a couple more of them for examinations once the known card is out of the way
Movement: Keep me with the group
Other: 1B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Spider Venom, Sling, The Paladin, Blessing of Wadjet, The Locksmith, Studded Leather Armor, Daggermark Poisoner, The Joke, Burglar, Blessing of the Quartermaster, Elixir of Healing, The Waxworks (Harrow)
Recharged: Gem of Physical Prowess (2), Acid Flask, Rapier (Core),
Discard Pile: Sage, Spider (Core), Armor of Insults, Frog, Buried Pile: Luckstone,
Favored Card: Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 10, under the blessing of Rovagug's Destruction
On your check, you may banish a random blessing from your discards to bless.
Move to Docks
Feeling much better after his treatment, Zadim heads down to the docks to meet back up with Hakon. Arriving there, he greets him and proceeds to look around. Peering over the edge, under the docks he finds a frog.
Free Exploration - Docks #1: Frog
Recharge Gem of Physical Prowess (2) to use Dexterity die.
Check to Acquire - Wisdom/Dexterity 4:1d8 ⇒ 2 - Failed
Bury Luckstone to Reroll.
Check to Acquire - Wisdom/Dexterity 4:1d8 ⇒ 4 - Acquired
After showing the frog a couple of his shiny stones, he seems to have made friends with the creature. Though he does shake his head and wonder what he's doing... a master assassin like himself, laying on his belly looking over the edge of a dock, making friends with a frog. Zadim really hopes that Zova doesn't come by and see him like this, she'd never let him live it down. As he's ruminating, the frog suddenly jumps away in a panic. Looking over, he spots a Crocodile that's just about to lunge!
Doing a quick flip to his feet, Zadim successfully dives out of the way, executing a series of flips and jumps to get back to his feet and away from the creature. He reaches down to his belt and pulls out his whip, flicking it towards the croc. A few short minutes later, the creature's nose has been thoroughly wrapped in the whip and the poison on it has started working through it's system, shutting it down. The croc defeated, Zadim looks around to see where his new froggy friend has run off to.
Displayed: Deck: 16 Discard: 4 Buried: 1
Hero Points: 2
NOTES: Available Support: Lots of local combat help, but no monsters left here... so nothing exciting there.
Movement: Keep me with the group
Other: 1B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Locksmith, Spider Venom, Studded Leather Armor, Blessing of Wadjet, Shuriken +1, Dawnflower's Petal, The Joke, Blessing of the Quartermaster, Sling, The Waxworks (Harrow), Elixir of Healing, Daggermark Poisoner, The Paladin, Burglar
Recharged: Gem of Physical Prowess (2), Acid Flask,
Discard Pile: Sage, Spider (Core), Armor of Insults, Frog, Buried Pile: Luckstone,
Favored Card: Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Turn 6, under the Harrow of The Big Sky
At the start of your turn, you may remove 1 of your scourges.
That couldn't have come up at a better time, since everybody apparently ignored the "STAY AWAY FROM ME" warning! ;-)
Start of turn, remove Plagued (Hour).
Start of turn, discard top of deck (Wounded) - Armor of Insults.
Move to Base.
Looking up as he spots Varian and Radovan also approaching now, Zadim shakes his head in disbelief. Do none of these people know the importance of quarantine during a plague? Luckily, as the group approaches the coughing seems to calm down, and Zadim manages to avoid contaminating anybody else. Still, better safe than sorry he heads to find a medic anyway.
Free Exploration - Base #1, #2, #3: Trinia, Cressida, Amin.
Draw Amin, return the other two, and remove one scourge (Wounded).
Bury Amin to draw two new items (Crowbar, Gem of Physical Prowess). Banish Crowbar.
After arriving at the medics, he is treated for his wounds and given a clean bill of health. He also runs into his old friend Amin Jalento, that passes on a trinket that he'd picked up on a recent adventure. Zadim thanks him profusely, recognizing it as a powerful little trinket indeed, similar to one he already held. He packs up his gear, and gets ready to head back out to meet his friends again.
Displayed: Deck: 17 Discard: 3 Buried: 0
Hero Points: 2
NOTES: Movement: Keep me with the group
Other: 1B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Paladin, Rapier (Core), Spider Venom, Blessing of the Quartermaster, The Locksmith, Sling, Blessing of Wadjet, Elixir of Healing, The Waxworks (Harrow), Burglar, Shuriken +1, Daggermark Poisoner, The Joke, Dawnflower's Petal, Blue Star, Blowgun, Studded Leather Armor
Recharged: Discard Pile: Sage, Spider (Core), Armor of Insults, Buried Pile:
Favored Card: Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Buried Base #3, acquired Random Item #2 (Gem of Physical Prowess).
Zadim looks up surprised as he notices Hakon following after him. Maybe the skald has some healing spell to offer, to help with this plague? Zadim turns back and towards Hakon hopefully, when he is suddenly hit in the back with a barrage of shrapnel.
Suffer:1d4 ⇒ 1 damage. Discard Spider.
Recharge Blowgun to examine - Docks #1: Mercenary.
Hour effect: Heal:1d4 - 1 ⇒ (4) - 1 = 3 cards
Zadim is healed for 3: (Burglar, Blessing of Wadjet, The Waxworks (Harrow)). Deck shuffled.
Luckily most of the sharpnel's lost in the folds of his robes, and only once piece gets through. Zadim winces as he pulls the piece out of his back, and grimaces at Hakon. "So lovely of you to come check up on me... I assure you, I'm fine getting to the hospital myself without further excuses to help get me in the door."
Displayed: Deck: 19 Discard: 2 Buried: 0
Hero Points: 2 // Zadim has the following scourges marked:
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.
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: Will be moving to the Base next turn to remove Plagued.
Movement: Keep me with the group
Other: 1B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of the Quartermaster, Armor of Insults, Blowgun, Shuriken +1, Blessing of Wadjet, The Joke, Sling, The Paladin, The Locksmith, Studded Leather Armor, Daggermark Poisoner, Elixir of Healing, Rapier (Core), Acid Flask, The Waxworks (Harrow), Dawnflower's Petal, Burglar, Blue Star, Spider Venom
Recharged: Discard Pile: Sage, Spider (Core), Buried Pile:
Favored Card: Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
As Varian is engaging in commerce, Zadim is kneeling next to the river, watching the water. He's shaken from his studies when he realizes that Varian asked him a question.
"There are dead fish in this water... somebody has been eating, and they've not been clean about it. I think there's a fishery not too far upstream, perhaps our lycanthrope friends are making a feast of it. We should check that out."
Turn 2, under the harrow of the Hidden Truth
The first time you examine cards this turn, heal 1d4-1 cards.
Darn, that's a great one for me to get later in the game, not so helpful right away
Move to Fishery.
Free Exploration - Fishery #1: Luckstone OR Fishery #2: Enormous Reefclaw.
Examined a card, heal:1d4 - 1 ⇒ (4) - 1 = 3 cards (The Paladin shuffled into deck).
Encounter Luckstone and shuffle Reefclaw back in. Reveal Blessing of Wadjet
Check to Acquire - Wisdom 6:1d6 + 1d4 ⇒ (3) + (4) = 7 - Acquired.
Arriving at the Fishery, Zadim peaks into the pond. He spots a shiny rock near the shore, and reaches in to grab it, managing to just barely snatch it out as a giant crab skuttles over to defend his stash. Zadim steps back out of the way of the crab, and looks over the area in search of more evidence of the were-rats.
Discard Spider to explore - Fishery #:1d10 + 1 ⇒ (6) + 1 = 7: Elixir of Healing OR Fishery #:1d10 + 1 ⇒ (8) + 1 = 9: Termite Swarm
Trigger - Constitution 6:1d8 + 1d4 ⇒ (7) + (3) = 10 - Success
Encounter the Elixir of Healing, shuffle Termites back in. Reveal Blessing of Wadjet.
Check to Acquire - Craft 4:1d8 + 1 + 1d4 ⇒ (1) + 1 + (3) = 5 - Acquired
In his peaking around, Zadim managed to knock over a termite mound nearby. He quickly manages to scurry away from it without being bitten. He also spots an old potion vial that the mound was apparently built around, and manages to fish it out safely. This could definitely come in handy...
Discard The Waxworks to explore (playing my harrow heals an ally, my spider) - Fishery #:1d10 + 1 ⇒ (5) + 1 = 6: Acid Flask OR Fishery #:1d10 + 1 ⇒ (10) + 1 = 11: Burglar
Burglar Trigger - Auto-encounter. Reveal Blessing of Wadjet.
Check to Acquire - Stealth 7:1d8 + 3 + 1d4 ⇒ (3) + 3 + (4) = 10 - Acquired
Explore into Acid Flask. Reveal Blessing of Wadjet
Check to Acquire - Craft 4:1d8 + 1 + 1d4 ⇒ (6) + 1 + (4) = 11 - Acquired
Zadim spots another figure lurking in the shadows nearby, and moves to sneak up on it. He quickly realizes that this isn't any were-creature, just a burglar looking for valuables. Deciding to turn the table on the poor man and prove who is the better thief, Zadim sneaks up behind and pilfers a flask from the burglar's belt, before tapping him on the shoulder. The man startles when he realizes there's somebody right behind him, and seemingly impressed with Zadim's own light fingers, he decides to help him out.
The burglar explains to Zadim where there's a monster lurking deep in the fishery that should be avoided, and then also points him towards a weapon that he'd spotted, before leaving on his way.
After picking up the weapon, Zadim continues to poke around the Fishery, and spots a Sage studying some cryptic writings on the wall. Ignoring the writings, Zadim starts up a conversation with the sage and manages to convince him to join their search for were-rats. The man very helpfully points towards the far back corner, where he'd heard some earlier scurrying sounds.
Discard Sage to examine Fishery # (2, 4, 5, 9, 10):1d5 ⇒ 3 (5): Mist Horror, shuffle, then explore - Fishery # (2, 4, 5, 9, 10):1d5 ⇒ 2 (4): Girrigz OR Fishery # (2, 4, 5, 9, 10):1d5 ⇒ 2Fishery # (2, 4, 5, 9, 10):1d5 ⇒ 3 (5):Mist Horror
Encounter Girrigz, shuffle Mist Horror.
Hour is 1, no full moon.
Before Acting - Stealth 5:1d8 + 3 ⇒ (6) + 3 = 9 - Success
Reveal Blowgun for combat. Recharge Sling to add Stealth. Recharge Acid Flask to add Intelligence.
Check to Defeat - Combat 15:1d8 + 3 + 1d4 + 1d8 + 3 + 1d8 ⇒ (4) + 3 + (1) + (3) + 3 + (7) = 21 - Defeated.
After acting, Plagued and Wounded.
Closing henchman, to close summon Jigsaw Shark
Summoned bane, +4 difficulty.
Reveal Blowgun for combat. Recharge Dawnflower's Petal to add Stealth. Recharge The Locksmith to add Intelligence.
Check to Defeat - Combat 15:1d8 + 3 + 1d4 + 1d8 + 3 + 1d8 ⇒ (3) + 3 + (3) + (3) + 3 + (8) = 23 - Defeated
Fishery closed. Move to Docks.
Zadim follows the sage's lead, moving towards that back corner. And sure enough, he spots the lead rat making himself a nest back there, and feasting on fresh fish. He sneaks up on the creature, and shoots it multiple times from the shadows with his blowgun. It turns and runs towards him on all fours, leaping at Zadim and managing to sink his teeth into him just as the poison takes effect, causing him to fall down dead into the pond at his feet. Zadim kneels by the waterside, frantically trying to wash out the infected wound, hoping that it's not too late. Unfortunately, the dead body now floating in the water has attracted the attention of a large shark, which comes lunging out of the water towards Zadim, forcing him to backup. With another triple flash of poisonous darts flying towards their target, the shark is quickly put down as well. But unfortunately, the poorly timed distraction has already done it's damage... the lycanthropy has already started to pump away from the wound and towards Zadim's heart. He knows time is now of the essence, and quickly rushes out from the Fishery towards the docks, and beyond them the local hospital in search of healing. "Go on without me, I'll catch up to you later!" he shouts to the others as he runs, hoping nobody will follow him and put themselves into potential danger.
Displayed: Deck: 15 Discard: 4 Buried: 0
Hero Points: 2 // Zadim has the following scourges marked:
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.
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: Local Combat help as always, but I don't recommend coming to my location this turn unless you can pass a Con/Fort check, I'm contagious.
Will be moving to the Base next turn to remove Plagued.
Movement: Keep me with the group
Other: 1B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Spider Venom, Shuriken +1, Armor of Insults, Rapier (Core), Blue Star, Studded Leather Armor, Blessing of the Quartermaster, The Joke, The Paladin, Daggermark Poisoner
Recharged: Elixir of Healing, Sling, Acid Flask, Dawnflower's Petal, The Locksmith,
Discard Pile: The Waxworks (Harrow), Burglar, Sage, Blessing of Wadjet, Buried Pile:
Favored Card: Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Acquired Fishery #1, 3, 6, 7, 8, 11.
Fishery is Closed, Boat is Open.
Displayed: Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
NOTES: Available Support: Local Combat: Recharge Dawnflower's Petal for +1d8+3
Acro/Disable: Locksmith to bless twice
Movement: Keep me with the group
Other: 1B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Shuriken +1, Blue Star, Spider Venom, Rapier (Core), Studded Leather Armor, Armor of Insults, Blessing of the Quartermaster, Scorpion Whip, Daggermark Poisoner, Gem of Physical Prowess, The Joke
Recharged: Discard Pile: The Paladin, Buried Pile:
Favored Card: Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Deck Upgrades:
Armor 1:1d1000 ⇒ 126 - Replace Bronzed Leather with Armor of Insults
Weapon 1:1d1000 ⇒ 27 - Replace Dawnflower's Petal with Snakebite Dagger (sucks to replace my signature weapon so quickly... it's just not as good as I wish it was, clearly a victim of the fact that it was designed so far before the character)
Seeing that Varian has spotted a trap ahead, Zadim moves carefully up to the front of the group to examine it. Sure enough, it's an acid-spraying trap that could do serious damage to somebody. Luckily, he's agile enough to simply jump over the trigger mechanism and disable it from behind. Once he's sure that it's secure, he gestures to Hakon to move forward and grab the nearby holy symbol, knowing that it'll do the skald more good than himself.
Display Spider Venom, end my turn, and draw 1 to reset my hand.
Displayed:Studded Leather Armor, Spider Venom,
Deck: 7 Discard: 9 Buried: 4
Hero Points: 1 // Zadim 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.
NOTES: Available Support: Craft, Diplomacy, Disable, or Stealth: Recharge the Joke to Bless
Combat: Recharge Keen Rapier for +1d8+3.
Curious? Recharge Bronzed Leather to examine top card once we're past the Holy Symbol
Movement: Keep me with the group
Other: 1B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Shuriken +1, Rapier (Core), Blowgun, Blessing of the Quartermaster, Scorpion Whip, The Mountain Man
Recharged: Deathbane Light Crossbow,
Discard Pile: The Rabbit Prince (Harrow), Prayer, The Real Rabbit Prince, Archer, Acolyte, The Brass Dwarf, Priest of Abadar, Mouse, The Wanderer, Buried Pile: Spider (Core), Blue Star, Dawnflower's Petal, Daggermark Poisoner,
Favored Card: Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Notes for Zova:Recharge Blessing of the Green Faith Notes for Hakon:Buried Fencer. Buried Sacred Candle to draw The Demon's Lantern. Given Lightning Touch (to be turned into a Cure for Varian). Given Blessing of Wadjet Additional Info 1:Fugitive shuffled into Rooftops #4 Additional Info 2:Fox acquired from Random. All five random barriers have been pulled.
Off-turn, recharge Rapier. Healed for 1: (The Mountain Man). Deck shuffled. Brass Dwarf added to hand. Entangled removed when my location closed.
Turn 8, under the Harrow of The Eclipse
On your Intelligence or Wisdom check, the difficulty is increased by 3.
Give The Locksmith to Varian (since it's his Harrow, he can make better use of it than I). Display Spider Venom.
Seeing that Varian is tiring from the chase, Zadim signals him to fall back as he takes the lead, leaping to the next rooftop.
Landing on the rooftop and looking around, he spots a man standing nearby. When Zadim attempts to approach him and ask about the fugitive, the man starts rambling incoherent end-of-the-world type stuff... so Zadim decides he'd rather go face the small group of imps that's taken an interest in him than continue that conversation. Pulling back his magical bow, he looses several magical flaming poisoned arrows at them, quickly making short work of the group.
Discard The Brass Dwarf to explore - Rooftop #3 1d10 ⇒ 8: Priest of Abadar
Varian discards Codex to add 1d12+3.
Check to Acquire - Diplomacy 6:1d4 + 1d12 + 3 ⇒ (2) + (11) + 3 = 16 - Acquired.
Spotting another similarly dressed man nearby, Zadim approaches him more cautiously after his last encounter. Luckily this priest seems much more sane, and when Zadim offers him a chance to read through some of Varian's tomes, he offers his help quite readily.
The priest leads him towards a scuffling sound he'd heard nearby... which unfortunately turns out to be nothing more than a mouse. Still, it might be a lead... Zadim sneaks up on the mouse and quietly follows it to see where it's going, maybe it will lead him to the fugitive they seek.
... unfortunately it leads to nothing more than a discarded harrow card. Zadim retrieves it, in case it tells his fortune, but then quickly realizes that in his following of the mouse he's wandered off course a bit. Picking up the trail again, he leaps down towards where he thinks the fugitive might be hiding... because it's the path that is most booby-trapped.
Discard The Wanderer to explore - Rooftop #3 1d9 + 1 ⇒ (1) + 1 = 2: Burning Tar
Location Text, alternate Barrier: Poison Gas
Banish Burning Tar, encounter Poison Gas. Harder check, but avoids the BYA auto-damage to the whole party.
Recharge Deathbane Light Crossbow to add my Intelligence. Hakon discards Divine Insight +2d6. Zova recharges Blessing of Green Faith to bless.
Check to Defeat - Craft 6+2+4+3=15:2d8 + 1 + 1d8 + 2d6 ⇒ (3, 8) + 1 + (2) + (6, 1) = 21 - Defeated.
Zadim deftly avoids the Burning Tar that the fugitive had left behind, and instead ends up getting a face full of poison gas. Luckily his long work with poisons has prepared him for this, and his instinct (along with a hastily cast spell from Hakon) help guide him safely out of the poison. Still coughing slightly, Zadim signals to Hakon both in thanks for the help, and also that it's his turn to take up the chase as Zadim needs to stop and catch his breath.
Displayed:Studded Leather Armor,
Deck: 7 Discard: 10 Buried: 4
Hero Points: 1 // Zadim 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.
NOTES: Available Support: Craft, Diplomacy, Disable, or Stealth: Recharge the Joke to Bless
Check to Acquire: Discard Wadjet +2d8
Movement: Keep me with the group
Other: 1B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blowgun
Recharged: Scorpion Whip, Shuriken +1, Blessing of the Quartermaster, Gem of Physical Prowess, Rapier (Core), Deathbane Light Crossbow,
Discard Pile: The Mountain Man, The Rabbit Prince (Harrow), Prayer, The Real Rabbit Prince, Archer, Acolyte, The Brass Dwarf, Priest of Abadar, Mouse, The Wanderer, Buried Pile: Spider (Core), Blue Star, Dawnflower's Petal, Daggermark Poisoner,
Favored Card: Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Notes for Zova:Recharge Blessing of Green Faith Notes for Varian:Given an extra copy of The Locksmith. Discard Codex Notes for Hakon:Recover Divine Insight Additional Info 1:Fugitive shuffled into Rooftops #3
Discard The Rabbit Prince to explore - Rooftops #2: Prayer
Check to Acquire - Wisdom 3:1d6 ⇒ 5 - Acquired
Discard Prayer to explore - Rooftops #3: Pit Trap
Location Text: OR Imprisonment
Hakon discards Sacred Candle to draw Courtesan, making my new hour Midwife, so I don't need to figure out all the barrier logic.
Encounter Pit Trap
Harrow gives +1d4
Check to Defeat - Acrobatics 6:1d8 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8 - Defeated
Defeated Pit Trap, free exploration - Rooftops #4: Thunderstorm
OR Locked Door
Encounter Locked Door. Recharge Gem of Physical Prowess to use Dexterity instead of Disable. Varian discards The Foreign Trader to Bless +1d12. Harrow gives +1d4.
Check to Defeat - Disable/Dexterity 6+2+4=12:2d8 + 1 + 1d12 + 1d4 ⇒ (3, 7) + 1 + (6) + (3) = 20 - Defeated.
Defeated Locked Door, free exploration - Rooftops #5: War Drum
Check to Acquire - Constitution 4:1d8 ⇒ 2 - Banished
Discard The Real Rabbit Prince into Alphabetical:1d4 ⇒ 3 - Zadim's discard pile to explore - Rooftops #6: Archer.
Check to Acquire - Charisma 4:2d4 ⇒ (4, 1) = 5 - Acquired.
Discard Archer to explore - Rooftops #7: Acolyte
Check to Acquire - Charisma 4:1d4 ⇒ 4 - Acquired.
Discard Acolyte to explore - Rooftops #8: Drowning Mud
OR Imps and House Drakes
Encounter Drowning Mud.
Check to Defeat - Strength 6:1d8 ⇒ 1 - Failed.
Bury Daggermark Poisoner from top of deck. Suffer Entangled and Exhausted.
Display Studded Leather Armor, then end my turn and draw 2 to reset my hand.
Displayed:Studded Leather Armor,
Deck: 8 Discard: 6 Buried: 4
Hero Points: 1 // Zadim has the following scourges marked:
Entangled:
While Marked:
You cannot evade or move.
When your location is closed, remove this scourge.
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.
NOTES: Available Support: Local Combat: Recharge Rapier, Deathbane Light Crossbow for +1d8+3.
Any: Discard The Locksmith to bless Acro or Disable twice.
Movement: Keep me with the group
Other: 1B Shirt Reroll Used
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Bronzed Leather, Blowgun, Blessing of Wadjet, The Joke
Recharged: Scorpion Whip, Shuriken +1, Blessing of the Quartermaster, Gem of Physical Prowess,
Discard Pile: The Mountain Man, The Rabbit Prince (Harrow), Prayer, The Real Rabbit Prince, Archer, Acolyte, Buried Pile: Spider (Core), Blue Star, Dawnflower's Petal, Daggermark Poisoner,
Favored Card: Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Cleared out Rooftops 1-7. Rooftops reshuffled.
Status Link Most Recent BR Refresh Hourglass is offset by 1 turn Notes for Varian:Discarded The Foreign Trader Notes for Hakon:Given The Brass Dwarf. Given back Sacred Candle, then Buried Sacred Candle. Used Cure. Drew The Courtesan from the Hourglass. Additional Info 1:Acquired The Courtesan from the Hourglass
Starting at the Tenement, per rules.
Impoverished - Drew 3 extra cards, and buried 3.
Harrowing - Drew The Rabbit Prince
Tyrant Reward - Discard The Mountain Man from box.
All that combined yields a starting hand.
Favored Card: Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons, Poison POWERS:
You may recharge a card to examine the top card of your location.
On your check that invokes Poison (☐ or Acid or Undead), you may recharge a card to add your Intelligence (☐ +2).
On a local combat check, you may discard (☑ or recharge) a non-2-Handed weapon to add your Stealth.
At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.
Take a Blessing 1 deck upgrade (since Varian already showed his preference for a Spell, there should be enough Blessings that I'm guaranteed to get one). Blessing of the Quartermaster -> The Locksmith.
As Zova creates her distraction, Zadim heads out to face the Derro wizard. It seems that his time in the graveyard has brought him more in touch with his more rotten nature, because he's starting to look like the zombies that lurk here. Zadim holds his breath, and charges.
Free Exploration - Graveyard #1: Vreeg
BYA - Constitution 4:1d8 ⇒ 8 - Passed, no bury.
Varian discards Blessing of the Archdevils to bless. Recharge Grave Tender to add 1d8.
Check to Defeat - Constitution 6:2d8 + 1d8 ⇒ (1, 6) + (8) = 15 - Success.
Harrow of Books - Combat Difficulty Increase:1d6 ⇒ 5
Reveal Rapier for combat. Recharge Rapier to add Stealth. Varian recharges Sling to add 1d4.
Check to Defeat - Combat 12+5=17:1d8 + 3 + 1d8 + 1d8 + 3 + 1d4 ⇒ (8) + 3 + (1) + (7) + 3 + (4) = 26 - Defeated.
Vreeg is defeated and cornered, and gets displayed. Graveyard is closed, banishing Henchman Proxy B3 (Graveyard #4), which gets displayed. Victory conditions are met, we win!
Zadim successfully manages to overcome the wizards magic. His new Grave Tender friend knows the layout of the graveyard well, and points Zadim towards a direction that he can sneak up on the wizard without being spotted. With Varian launching sling stones from the outskirts of the yard to distract the undead derro, Zadim sneaks up on him and cleanly runs him through from behind, dropping his (un)dead corpse to the ground. He looks around at his friends, smiling at their success.